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authorThe Kandiman <kandiman@kandiman.(none)>2011-08-31 12:16:25 -0400
committerJessica Tölke <jtoelke@mail.upb.de>2011-09-01 18:01:31 +0200
commitcb20cc91188d46f5b7709bf60450f5b84abd0083 (patch)
tree340400347718741da4b61a485b26f92853ccc17b
parenteeeb6bf662bbc65556d9149ac73fb511b19b6acd (diff)
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Tab conversion project. Maps 003-1 through 006-1 complete.
-rw-r--r--world/map/npc/003-1/stranger.txt914
-rw-r--r--world/map/npc/005-1/npcs.txt6
-rw-r--r--world/map/npc/005-1/spirit.txt473
-rw-r--r--world/map/npc/005-1/tree.txt215
-rw-r--r--world/map/npc/005-3/monsters.txt13
-rw-r--r--world/map/npc/006-1/mika.txt2
-rw-r--r--world/map/npc/006-1/pachua.txt486
7 files changed, 1033 insertions, 1076 deletions
diff --git a/world/map/npc/003-1/stranger.txt b/world/map/npc/003-1/stranger.txt
index 37ecc4ab..09c81f36 100644
--- a/world/map/npc/003-1/stranger.txt
+++ b/world/map/npc/003-1/stranger.txt
@@ -1,520 +1,528 @@
-003-1.gat,35,25,0 script Stranger 192, {
-
- set @month, 5;
- set @start_day, 18;
- set @end_day, 25;
- set @IRONINGOT, 5;
- set @PINKANTENNA, 21;
- set @EXP, 20000;
-
- if (FLAGS & FLAG_TOWEL_COMPLETED) goto L_Event_Done;
- if (gettime(6) != @month) goto L_No_Event;
- if (gettime(5) < @start_day) goto L_No_Event;
- if (gettime(5) > @end_day) goto L_No_Event;
- if ((gettimetick(2)-TUT_var < 6*7*86400) || (baselevel < 42 )) //player must be created at least 6 weeks ago and at least level 42
- goto L_No_Event;
- if (FLAGS & FLAG_TOWEL_HELPED) goto L_Towel;
-
- mes "[Stranger]";
- mes "\"Hello, hello! It's great to see you. Maybe you can help me with a little problem I have.\"";
- next;
- mes "\"I need some materials to repair my spacesh- ahm, it's not important why I need it.\"";
- next;
- mes "\"Anyway, I'd be really happy if you can give me " + @IRONINGOT + " Iron Ingots and " + @PINKANTENNA + " Pink Antennas.\"";
- next;
- mes "\"Do you have that for me?\"";
- menu
- "Yeah, sure.",L_Items,
- "No.",L_Close;
- close;
+003-1.gat,35,25,0|script|Stranger|192, {
+
+ set @month, 5;
+ set @start_day, 18;
+ set @end_day, 25;
+ set @IRONINGOT, 5;
+ set @PINKANTENNA, 21;
+ set @EXP, 20000;
+
+ if (FLAGS & FLAG_TOWEL_COMPLETED) goto L_Event_Done;
+ if (gettime(6) != @month) goto L_No_Event;
+ if (gettime(5) < @start_day) goto L_No_Event;
+ if (gettime(5) > @end_day) goto L_No_Event;
+ if ((gettimetick(2)-TUT_var < 6*7*86400) || (baselevel < 42 )) //player must be created at least 6 weeks ago and at least level 42
+ goto L_No_Event;
+ if (FLAGS & FLAG_TOWEL_HELPED) goto L_Towel;
+
+ mes "[Stranger]";
+ mes "\"Hello, hello! It's great to see you. Maybe you can help me with a little problem I have.\"";
+ next;
+ mes "\"I need some materials to repair my spacesh- ahm, it's not important why I need it.\"";
+ next;
+ mes "\"Anyway, I'd be really happy if you can give me " + @IRONINGOT + " Iron Ingots and " + @PINKANTENNA + " Pink Antennas.\"";
+ next;
+ mes "\"Do you have that for me?\"";
+ menu
+ "Yeah, sure.",L_Items,
+ "No.",L_Close;
+ close;
L_Items:
- if (countitem("IngotIron") < @IRONINGOT) goto L_No_Item;
- if (countitem("PinkAntenna") < @PINKANTENNA) goto L_No_Item;
- delitem "IngotIron", @IRONINGOT;
- delitem "PinkAntenna", @PINKANTENNA;
- getexp @EXP, 0;
- set FLAGS, FLAGS | FLAG_TOWEL_HELPED;
-
- mes "[Stranger]";
- mes "\"Great! Thank you!\"";
- next;
- mes "\"I have a lot of work to do now. But before you leave...\"";
- next;
+ if (countitem("IngotIron") < @IRONINGOT) goto L_No_Item;
+ if (countitem("PinkAntenna") < @PINKANTENNA) goto L_No_Item;
+ delitem "IngotIron", @IRONINGOT;
+ delitem "PinkAntenna", @PINKANTENNA;
+ getexp @EXP, 0;
+ set FLAGS, FLAGS | FLAG_TOWEL_HELPED;
+
+ mes "[Stranger]";
+ mes "\"Great! Thank you!\"";
+ next;
+ mes "\"I have a lot of work to do now. But before you leave...\"";
+ next;
L_Towel:
- getinventorylist;
- if (@inventorylist_count == 100) goto L_Full_Inv;
- mes "[Stranger]";
- mes "\"On May 25th it is a very special day - Towel Day.\"";
- next;
- mes "\"To celebrate this I'll ask you some questions about my favourite book, The Hitchhiker's Guide to the Galaxy. If you can answer them, I'll give you something very useful.\"";
- next;
- mes "";
- mes "[Server]";
- mes "The answers might need to have whitespaces.";
- mes "If you're using a client which confirms your answer when pressing space, change this setting before continuing.";
- mes "";
- next;
- mes "[Stranger]";
- mes "\"The first one is easy.\"";
- next;
-
- setarray @easy_questions$,
- "What two words are written in big friendly letters on the back cover?",
- "What's the name of the paranoid robot?",
- "What is the answer to life, the universe and everything?",
- "What is the first name of the author of the hitchhikers guide?",
- "What is the last name of the author of the hitchhikers guide?",
- "Who is the male human protagonist?",
- "Who is the female human protagonist?",
- "According to the Guide, space is ____?",
- "What is the name of the spaceship which was stolen by the president of the universe?",
- "How many heads does Zaphod Beeblebrox have?";
-
- setarray @easy_answers_amount,2,2,2,2,2,4,4,2,4,2;
-
- set @random, rand(10);
- mes "\"" + @easy_questions$[@random] + "\"";
- input @answer$;
-
- if (@easy_answers_amount[@random] < 4)
- goto L_Easy_Skip4;
- set @quizparam$, "towelanswer0" + @random + "d";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Easy;
+ getinventorylist;
+ if (@inventorylist_count == 100) goto L_Full_Inv;
+ mes "[Stranger]";
+ mes "\"On May 25th it is a very special day - Towel Day.\"";
+ next;
+ mes "\"To celebrate this I'll ask you some questions about my favourite book, The Hitchhiker's Guide to the Galaxy. If you can answer them, I'll give you something very useful.\"";
+ next;
+ mes "";
+ mes "[Server]";
+ mes "The answers might need to have whitespaces.";
+ mes "If you're using a client which confirms your answer when pressing space, change this setting before continuing.";
+ mes "";
+ next;
+ mes "[Stranger]";
+ mes "\"The first one is easy.\"";
+ next;
+
+ setarray @easy_questions$,
+ "What two words are written in big friendly letters on the back cover?",
+ "What's the name of the paranoid robot?",
+ "What is the answer to life, the universe and everything?",
+ "What is the first name of the author of the hitchhikers guide?",
+ "What is the last name of the author of the hitchhikers guide?",
+ "Who is the male human protagonist?",
+ "Who is the female human protagonist?",
+ "According to the Guide, space is ____?",
+ "What is the name of the spaceship which was stolen by the president of the universe?",
+ "How many heads does Zaphod Beeblebrox have?";
+
+ setarray @easy_answers_amount,2,2,2,2,2,4,4,2,4,2;
+
+ set @random, rand(10);
+ mes "\"" + @easy_questions$[@random] + "\"";
+ input @answer$;
+
+ if (@easy_answers_amount[@random] < 4)
+ goto L_Easy_Skip4;
+ set @quizparam$, "towelanswer0" + @random + "d";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Easy;
+
L_Easy_Skip4:
- if (@easy_answers_amount[@random] < 3)
- goto L_Easy_Skip3;
- set @quizparam$, "towelanswer0" + @random + "c";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Easy;
+ if (@easy_answers_amount[@random] < 3)
+ goto L_Easy_Skip3;
+ set @quizparam$, "towelanswer0" + @random + "c";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Easy;
+
L_Easy_Skip3:
- set @quizparam$, "towelanswer0" + @random + "b";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Easy;
+ set @quizparam$, "towelanswer0" + @random + "b";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Easy;
- set @quizparam$, "towelanswer0" + @random + "a";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Easy;
+ set @quizparam$, "towelanswer0" + @random + "a";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Easy;
- goto L_Wrong_Answer;
+ goto L_Wrong_Answer;
L_Right_Answer_Easy:
- mes "[Stranger]";
- mes "\"You're absolutely right. The next one will be more tricky.\"";
- next;
-
- setarray @medium_questions$,
- "What is the name of the rock group claiming to be the loudest band in the universe?",
- "What star is near Ford's home planet?",
- "Which country does the human protagonist come from?",
- "What is the name of the computer on The Heart of Gold?",
- "What color is a Babel Fish?",
- "What did the bowl of petunias think?",
- "What body orifice should a babel fish be inserted in to work properly?",
- "What is the name of the super computer?",
- "What were the second most intelligent creatures on Earth?",
- "What race creates the worst poetry in universe?",
- "What is the name of the Vogon home planet?",
- "What is the name of the Restaurant at the End of the Universe?";
-
- setarray @medium_answers_amount,2,2,2,2,2,3,2,2,4,4,2,2;
-
- set @random, rand(12);
- mes "\"" + @medium_questions$[@random] + "\"";
- input @answer$;
-
- if (@medium_answers_amount[@random] < 4)
- goto L_Medium_Skip4;
-
- set @quizparam$, "towelanswer1" + @random + "d";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Medium;
+ mes "[Stranger]";
+ mes "\"You're absolutely right. The next one will be more tricky.\"";
+ next;
+
+ setarray @medium_questions$,
+ "What is the name of the rock group claiming to be the loudest band in the universe?",
+ "What star is near Ford's home planet?",
+ "Which country does the human protagonist come from?",
+ "What is the name of the computer on The Heart of Gold?",
+ "What color is a Babel Fish?",
+ "What did the bowl of petunias think?",
+ "What body orifice should a babel fish be inserted in to work properly?",
+ "What is the name of the super computer?",
+ "What were the second most intelligent creatures on Earth?",
+ "What race creates the worst poetry in universe?",
+ "What is the name of the Vogon home planet?",
+ "What is the name of the Restaurant at the End of the Universe?";
+
+ setarray @medium_answers_amount,2,2,2,2,2,3,2,2,4,4,2,2;
+
+ set @random, rand(12);
+ mes "\"" + @medium_questions$[@random] + "\"";
+ input @answer$;
+
+ if (@medium_answers_amount[@random] < 4)
+ goto L_Medium_Skip4;
+
+ set @quizparam$, "towelanswer1" + @random + "d";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Medium;
+
L_Medium_Skip4:
- if (@medium_answers_amount[@random] < 3)
- goto L_Medium_Skip3;
- set @quizparam$, "towelanswer1" + @random + "c";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Medium;
+ if (@medium_answers_amount[@random] < 3)
+ goto L_Medium_Skip3;
+ set @quizparam$, "towelanswer1" + @random + "c";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Medium;
+
L_Medium_Skip3:
- set @quizparam$, "towelanswer1" + @random + "b";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Medium;
+ set @quizparam$, "towelanswer1" + @random + "b";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Medium;
- set @quizparam$, "towelanswer1" + @random + "a";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Medium;
+ set @quizparam$, "towelanswer1" + @random + "a";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Medium;
- goto L_Wrong_Answer;
+ goto L_Wrong_Answer;
L_Right_Answer_Medium:
- mes "[Stranger]";
- mes "\"Not bad, not bad. Let's see if you can answer an even more difficult one.\"";
- next;
-
- setarray @hard_questions$,
- "Drinking what drink is like having your brain smashed out by a slice of lemon wrapped round a large gold brick?",
- "How many beers should you drink before hitchhiking?",
- "What initials are carved into Zaphod Beeblebrox's brain?",
- "What is Ford Prefect's nickname?",
- "Who is responsible for the fjords of Norway?",
- "What game is played on earth as a relict of memories to an ancient war?",
- "What is the name of the triple-breasted whore from Eroticon VI?",
- "Who will insult every living being in the universe, because he is immortal and getting bored?",
- "What is the name of the piteous creature that is continually reincarnated and subsequently killed, each time unknowingly, by Arthur Dent?";
-
- setarray @hard_answers_amount,4,2,2,2,2,2,2,4,2;
-
- set @random, rand(9);
- mes "\"" + @hard_questions$[@random] + "\"";
- input @answer$;
-
- if (@hard_answers_amount[@random] < 4)
- goto L_Hard_Skip4;
- set @quizparam$, "towelanswer2" + @random + "d";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Hard;
+ mes "[Stranger]";
+ mes "\"Not bad, not bad. Let's see if you can answer an even more difficult one.\"";
+ next;
+
+ setarray @hard_questions$,
+ "Drinking what drink is like having your brain smashed out by a slice of lemon wrapped round a large gold brick?",
+ "How many beers should you drink before hitchhiking?",
+ "What initials are carved into Zaphod Beeblebrox's brain?",
+ "What is Ford Prefect's nickname?",
+ "Who is responsible for the fjords of Norway?",
+ "What game is played on earth as a relict of memories to an ancient war?",
+ "What is the name of the triple-breasted whore from Eroticon VI?",
+ "Who will insult every living being in the universe, because he is immortal and getting bored?",
+ "What is the name of the piteous creature that is continually reincarnated and subsequently killed, each time unknowingly, by Arthur Dent?";
+
+ setarray @hard_answers_amount,4,2,2,2,2,2,2,4,2;
+
+ set @random, rand(9);
+ mes "\"" + @hard_questions$[@random] + "\"";
+ input @answer$;
+
+ if (@hard_answers_amount[@random] < 4)
+ goto L_Hard_Skip4;
+ set @quizparam$, "towelanswer2" + @random + "d";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Hard;
+
L_Hard_Skip4:
- if (@hard_answers_amount[@random] < 3)
- goto L_Hard_Skip3;
- set @quizparam$, "towelanswer2" + @random + "c";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Hard;
+ if (@hard_answers_amount[@random] < 3)
+ goto L_Hard_Skip3;
+ set @quizparam$, "towelanswer2" + @random + "c";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Hard;
+
L_Hard_Skip3:
- set @quizparam$, "towelanswer2" + @random + "b";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Hard;
+ set @quizparam$, "towelanswer2" + @random + "b";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Hard;
- set @quizparam$, "towelanswer2" + @random + "a";
- callfunc "StrangerQuiz";
- if (("###" + @answer$ == @quizanswer$))
- goto L_Right_Answer_Hard;
+ set @quizparam$, "towelanswer2" + @random + "a";
+ callfunc "StrangerQuiz";
+ if (("###" + @answer$ == @quizanswer$))
+ goto L_Right_Answer_Hard;
- goto L_Wrong_Answer;
+ goto L_Wrong_Answer;
L_Right_Answer_Hard:
- mes "[Stranger]";
- mes "\"Unbelievable! You're really a wise person.\"";
- next;
- mes "\"One last question, but this shouldn't be a problem for you.\"";
- next;
- mes "\"What is the most important item for every hitchhiker to have?\"";
- input @answer$;
- if (@answer$ != "Towel" && @answer != "towel")
- goto L_Wrong_Answer;
-
- mes "[Stranger]";
- mes "\"There you are! A towel is really the most important item for a hitchhiker to have.\"";
- next;
- mes "\"Please take this.\""; // no full inventory check, this is done before the game
- getitem "GreyWarpTowel", 1;
- set FLAGS, FLAGS | FLAG_TOWEL_COMPLETED;
- next;
+ mes "[Stranger]";
+ mes "\"Unbelievable! You're really a wise person.\"";
+ next;
+ mes "\"One last question, but this shouldn't be a problem for you.\"";
+ next;
+ mes "\"What is the most important item for every hitchhiker to have?\"";
+ input @answer$;
+ if (@answer$ != "Towel" && @answer != "towel")
+ goto L_Wrong_Answer;
+
+ mes "[Stranger]";
+ mes "\"There you are! A towel is really the most important item for a hitchhiker to have.\"";
+ next;
+ mes "\"Please take this.\""; // no full inventory check, this is done before the game
+ getitem "GreyWarpTowel", 1;
+ set FLAGS, FLAGS | FLAG_TOWEL_COMPLETED;
+ next;
+
L_Explain:
- mes "[Stranger]";
- mes "\"This towel is even more useful than usual towels are. If you change its color, it uses a special techno-, ahm, let's say, it can help you to get to other places.\"";
- next;
- mes "\"Bring me some powder made from gemstones and a bottle of water, and I can prepare it for you.\"";
- next;
- mes "\"Depending on the color it will bring you to different places. It might wear out after a while and it'll loose its color, but I can prepare it for you again.\"";
- next;
- mes "\"Since I'm not familar with this plane-, ahm, with this area, I can't tell which places you will end up in.\"";
- close;
+ mes "[Stranger]";
+ mes "\"This towel is even more useful than usual towels are. If you change its color, it uses a special techno-, ahm, let's say, it can help you to get to other places.\"";
+ next;
+ mes "\"Bring me some powder made from gemstones and a bottle of water, and I can prepare it for you.\"";
+ next;
+ mes "\"Depending on the color it will bring you to different places. It might wear out after a while and it'll loose its color, but I can prepare it for you again.\"";
+ next;
+ mes "\"Since I'm not familar with this plane-, ahm, with this area, I can't tell which places you will end up in.\"";
+ close;
L_No_Event:
- mes "[Stranger]";
- mes "\"Hello. Isn't this a beautiful place?\"";
- next;
- mes "\"And it really comes in handy that I have my towel with me. A towel is about the most massively useful thing an inte- ahm, a person can have.\"";
- next;
- mes "\"You can read more about that in my favourite book, 'The Hitchhiker's Guide to the Galaxy'.\"";
- if (countitem("GreyWarpTowel") > 0)
- menu
- "Thanks for the advice.",-,
- "I have my towel with me too.",L_Dye;
- close;
+ mes "[Stranger]";
+ mes "\"Hello. Isn't this a beautiful place?\"";
+ next;
+ mes "\"And it really comes in handy that I have my towel with me. A towel is about the most massively useful thing an inte- ahm, a person can have.\"";
+ next;
+ mes "\"You can read more about that in my favourite book, 'The Hitchhiker's Guide to the Galaxy'.\"";
+ if (countitem("GreyWarpTowel") > 0)
+ menu
+ "Thanks for the advice.",-,
+ "I have my towel with me too.",L_Dye;
+ close;
L_Dye:
- mes "[Stranger]";
- mes "\"Wonderful! Let me have a look.\"";
- mes "He's taking a very interested look at your towel.";
- next;
- mes "[Stranger]";
- mes "\"I'm impressed. This is not an usual towel.\"";
- next;
- menu
- "Oh? Can you explain about it?",L_Explain,
- "I know. Could you dye it for me?",L_Dye_Towel,
- "It's great, isn't it? I have to go now.",-;
- close;
+ mes "[Stranger]";
+ mes "\"Wonderful! Let me have a look.\"";
+ mes "He's taking a very interested look at your towel.";
+ next;
+ mes "[Stranger]";
+ mes "\"I'm impressed. This is not an usual towel.\"";
+ next;
+ menu
+ "Oh? Can you explain about it?",L_Explain,
+ "I know. Could you dye it for me?",L_Dye_Towel,
+ "It's great, isn't it? I have to go now.",-;
+ close;
L_No_Item:
- mes "[Stranger]";
- mes "\"Hu? It seems you haven't.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Hu? It seems you haven't.\"";
+ close;
L_Wrong_Answer:
- mes "[Stranger]";
- mes "\"Nah, that's wrong. Come back if you want to try again.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Nah, that's wrong. Come back if you want to try again.\"";
+ close;
L_Event_Done:
- mes "[Stranger]";
- mes "\"Ah, welcome back. Thanks again for your help.\"";
- next;
- mes "\"Shall I dye your towel?\"";
- menu
- "That would be great!",-,
- "No, thanks.", L_Close;
+ mes "[Stranger]";
+ mes "\"Ah, welcome back. Thanks again for your help.\"";
+ next;
+ mes "\"Shall I dye your towel?\"";
+ menu
+ "That would be great!",-,
+ "No, thanks.", L_Close;
+
L_Dye_Towel:
- mes "[Stranger]";
- mes "\"Alright, which color do you want?\"";
+ mes "[Stranger]";
+ mes "\"Alright, which color do you want?\"";
// the other colors should be added when more places are released
- menu
- "Red",L_Red,
- "Yellow",L_Yellow,
- "White",L_White,
-// "Blue",L_Blue,
-// "Green",L_Green,
-// "Purple",L_Purple,
- "Orange",L_Orange,
- "Pink",L_Pink,
-// "Lime",L_Lime,
-// "Teal",L_Teal,
- "I changed my mind.", L_Close;
- close;
+ menu
+ "Red",L_Red,
+ "Yellow",L_Yellow,
+ "White",L_White,
+// "Blue",L_Blue,
+// "Green",L_Green,
+// "Purple",L_Purple,
+ "Orange",L_Orange,
+ "Pink",L_Pink,
+// "Lime",L_Lime,
+// "Teal",L_Teal,
+ "I changed my mind.", L_Close;
+ close;
L_Red:
- mes "[Stranger]";
- mes "\"Ok, I'll need two bags of Ruby Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderRed") < 2) goto L_No_Powder;
- delitem "GemPowderRed", 2;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "RedWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need two bags of Ruby Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderRed") < 2) goto L_No_Powder;
+ delitem "GemPowderRed", 2;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "RedWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Yellow:
- mes "[Stranger]";
- mes "\"Ok, I'll need two bags of Topaz Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderYellow") < 2) goto L_No_Powder;
- delitem "GemPowderYellow", 2;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "YellowWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need two bags of Topaz Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderYellow") < 2) goto L_No_Powder;
+ delitem "GemPowderYellow", 2;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "YellowWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_White:
- mes "[Stranger]";
- mes "\"Ok, I'll need two bags of Diamond Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderWhite") < 2) goto L_No_Powder;
- delitem "GemPowderWhite", 2;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "WhiteWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need two bags of Diamond Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderWhite") < 2) goto L_No_Powder;
+ delitem "GemPowderWhite", 2;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "WhiteWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Blue:
- mes "[Stranger]";
- mes "\"Ok, I'll need two bags of Sapphire Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderBlue") < 2) goto L_No_Powder;
- delitem "GemPowderBlue", 2;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "BlueWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need two bags of Sapphire Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderBlue") < 2) goto L_No_Powder;
+ delitem "GemPowderBlue", 2;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "BlueWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Green:
- mes "[Stranger]";
- mes "\"Ok, I'll need two bags of Emerald Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderGreen") < 2) goto L_No_Powder;
- delitem "GemPowderGreen", 2;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "GreenWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need two bags of Emerald Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderGreen") < 2) goto L_No_Powder;
+ delitem "GemPowderGreen", 2;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "GreenWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Purple:
- mes "[Stranger]";
- mes "\"Ok, I'll need two bags of Amethyst Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderPurple") < 2) goto L_No_Powder;
- delitem "GemPowderPurple", 2;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "PurpleWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need two bags of Amethyst Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderPurple") < 2) goto L_No_Powder;
+ delitem "GemPowderPurple", 2;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "PurpleWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Orange:
- mes "[Stranger]";
- mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Topaz Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderRed") < 1) goto L_No_Powder;
- if (countitem("GemPowderYellow") < 1) goto L_No_Powder;
- delitem "GemPowderRed", 1;
- delitem "GemPowderYellow", 1;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "OrangeWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Topaz Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderRed") < 1) goto L_No_Powder;
+ if (countitem("GemPowderYellow") < 1) goto L_No_Powder;
+ delitem "GemPowderRed", 1;
+ delitem "GemPowderYellow", 1;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "OrangeWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Pink:
- mes "[Stranger]";
- mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Diamond Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderRed") < 1) goto L_No_Powder;
- if (countitem("GemPowderWhite") < 1) goto L_No_Powder;
- delitem "GemPowderRed", 1;
- delitem "GemPowderWhite", 1;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "PinkWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need one bag of Ruby Powder, one bag of Diamond Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderRed") < 1) goto L_No_Powder;
+ if (countitem("GemPowderWhite") < 1) goto L_No_Powder;
+ delitem "GemPowderRed", 1;
+ delitem "GemPowderWhite", 1;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "PinkWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Lime:
- mes "[Stranger]";
- mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Topaz Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderGreen") < 1) goto L_No_Powder;
- if (countitem("GemPowderYellow") < 1) goto L_No_Powder;
- delitem "GemPowderGreen", 1;
- delitem "GemPowderYellow", 1;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "LimeWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Topaz Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderGreen") < 1) goto L_No_Powder;
+ if (countitem("GemPowderYellow") < 1) goto L_No_Powder;
+ delitem "GemPowderGreen", 1;
+ delitem "GemPowderYellow", 1;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "LimeWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_Teal:
- mes "[Stranger]";
- mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Sapphire Powder and a bottle of water for that.\"";
- next;
- if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
- getinventorylist;
- if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
- if (countitem("BottleOfWater") < 1) goto L_No_Water;
- if (countitem("GemPowderGreen") < 1) goto L_No_Powder;
- if (countitem("GemPowderBlue") < 1) goto L_No_Powder;
- delitem "GemPowderGreen", 1;
- delitem "GemPowderBlue", 1;
- delitem "GreyWarpTowel", 1;
- delitem "BottleOfWater", 1;
- getitem "TealWarpTowel", 1;
- mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
- next;
- mes "[Stranger]";
- mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Ok, I'll need one bag of Emerald Powder, one bag of Sapphire Powder and a bottle of water for that.\"";
+ next;
+ if (countitem("GreyWarpTowel") < 1) goto L_No_Towel;
+ getinventorylist;
+ if ((countitem("GreyWarpTowel") > 1) && (@inventorylist_count == 100)) goto L_Full_Inv;
+ if (countitem("BottleOfWater") < 1) goto L_No_Water;
+ if (countitem("GemPowderGreen") < 1) goto L_No_Powder;
+ if (countitem("GemPowderBlue") < 1) goto L_No_Powder;
+ delitem "GemPowderGreen", 1;
+ delitem "GemPowderBlue", 1;
+ delitem "GreyWarpTowel", 1;
+ delitem "BottleOfWater", 1;
+ getitem "TealWarpTowel", 1;
+ mes "He takes your towel, the water and the gem powder, then he turns away and does something you can't see. After a few minutes, he turns to you again.";
+ next;
+ mes "[Stranger]";
+ mes "\"Done! It'll use its color after being used, but just come back and I can dye it again for you.\"";
+ close;
L_No_Water:
- mes "[Stranger]";
- mes "\"You don't have water.\"";
- close;
+ mes "[Stranger]";
+ mes "\"You don't have water.\"";
+ close;
L_No_Powder:
- mes "[Stranger]";
- mes "\"You need to bring me enough gem powder in that color. Maybe someone used to mining can help you with that.\"";
- close;
+ mes "[Stranger]";
+ mes "\"You need to bring me enough gem powder in that color. Maybe someone used to mining can help you with that.\"";
+ close;
L_No_Towel:
- mes "[Stranger]";
- mes "\"Where's your towel? It is really useful, you should always keep it with you.\"";
- close;
+ mes "[Stranger]";
+ mes "\"Where's your towel? It is really useful, you should always keep it with you.\"";
+ close;
L_Full_Inv:
- mes "[Stranger]";
- mes "\"You carry a lot of stuff with you, don't you? Maybe you should get rid of something.\"";
- close;
+ mes "[Stranger]";
+ mes "\"You carry a lot of stuff with you, don't you? Maybe you should get rid of something.\"";
+ close;
L_Close:
- close;
+ close;
}
diff --git a/world/map/npc/005-1/npcs.txt b/world/map/npc/005-1/npcs.txt
index d8f08cc1..2c40697f 100644
--- a/world/map/npc/005-1/npcs.txt
+++ b/world/map/npc/005-1/npcs.txt
@@ -1,15 +1,15 @@
//
-005-1.gat,69,76,0 shop George 115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2
+005-1.gat,69,76,0|shop|George|115,ShortBow :-1,Arrow :1,IronArrow :-1,Beer :-1,ChickenLeg :-2
-005-1.gat,66,75,0 script Kieron 132,{
+005-1.gat,66,75,0|script|Kieron|132,{
mes "[Kieron]";
mes "\"Be careful if you're going in that cave,";
mes "it's packed full of monsters.\"";
close;
}
-005-1.gat,91,23,0 script William 131,{
+005-1.gat,91,23,0|script|William|131,{
mes "[William]";
mes "\"Going in the cave?";
mes "You better watch your step, last time I checked it was full of monsters!\"";
diff --git a/world/map/npc/005-1/spirit.txt b/world/map/npc/005-1/spirit.txt
index d6723c8e..dd0f9e65 100644
--- a/world/map/npc/005-1/spirit.txt
+++ b/world/map/npc/005-1/spirit.txt
@@ -1,305 +1,270 @@
-function script EarthImpTouch {
- if (getskilllv(SKILL_MAGIC))
- goto L_message;
+function|script|EarthImpTouch|{
+ if (getskilllv(SKILL_MAGIC)) goto L_message;
- mes "[Well]";
- mes "You hear noises from within the well.";
- close;
+ mes "[Well]";
+ mes "You hear noises from within the well.";
+ close;
L_message:
- set @Q_MASK, NIBBLE_0_MASK;
- set @Q_SHIFT, NIBBLE_0_SHIFT;
- set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
+ set @Q_MASK, NIBBLE_0_MASK;
+ set @Q_SHIFT, NIBBLE_0_SHIFT;
+ set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
+
+ // Set up SkillUp function
+ set @SUP_id, SKILL_MAGIC_NATURE;
+ set @SUP_name$, "Nature Magic";
+ set @Q_STATUS_INITIAL, 0;
+ set @Q_STATUS_ONQUEST, 1;
+ set @Q_STATUS_STUDENT0, 2;
+ set @Q_STATUS_STUDENT1, 3;
+ set @Q_STATUS_STUDENT2, 4;
+ set @Q_STATUS_STUDENT3, 5;
+
+ set @s$, "girl";
+ if (Sex) set @s$, "boy";
+
+ if (MAGIC_FLAGS & MFLAG_KNOWS_IMP) goto L_wb;
+
+ mes "[Well]";
+ mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!";
+ next;
+
+ mes "[Well]";
+ mes "\"Hey! You there! Yes, I'm talking to you!\"";
+ mes "That strange voice seems to be coming from inside your head!";
+ next;
+ menu
+ "Who, me?", -,
+ "Leave me alone!", L_close,
+ "Aaah! I'm hearing voices!", L_silly_close;
+ mes "[Well]";
+ mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\"";
+ next;
+ menu
+ "Who are you?", -,
+ "Aaaah! The voices are after me!", L_silly_close,
+ "Whatever it is, I'm not interested.", L_close;
+ mes "[Earth Spirit]";
+ mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\"";
+ next;
+
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP;
+
+ goto L_main;
- // Set up SkillUp function
- set @SUP_id, SKILL_MAGIC_NATURE;
- set @SUP_name$, "Nature Magic";
-
- set @Q_STATUS_INITIAL, 0;
- set @Q_STATUS_ONQUEST, 1;
- set @Q_STATUS_STUDENT0, 2;
- set @Q_STATUS_STUDENT1, 3;
- set @Q_STATUS_STUDENT2, 4;
- set @Q_STATUS_STUDENT3, 5;
-
- set @s$, "girl";
- if (Sex)
- set @s$, "boy";
-
- if (MAGIC_FLAGS & MFLAG_KNOWS_IMP)
- goto L_wb;
-
- mes "[Well]";
- mes "Something is inside that well, and now that you have turned your attention towards it, it seems to be talking to you!";
- next;
-
- mes "[Well]";
- mes "\"Hey! You there! Yes, I'm talking to you!\"";
- mes "That strange voice seems to be coming from inside your head!";
- next;
-
- menu
- "Who, me?", -,
- "Leave me alone!", L_close,
- "Aaah! I'm hearing voices!", L_silly_close;
-
- mes "[Well]";
- mes "\"I'm in here, in the well, talking to you! If I'm not very mistaken, you are a powerful wizard-to-be, except that nobody has showed you how to properly do magic yet!\"";
- next;
-
- menu
- "Who are you?", -,
- "Aaaah! The voices are after me!", L_silly_close,
- "Whatever it is, I'm not interested.", L_close;
-
- mes "[Earth Spirit]";
- mes "\"I'm an earth spirit; my name isn't important... all that matters is that I like you, and that I will help you become a powerful wizard if you help me. Just a fair deal, no more than that...\"";
- next;
-
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_IMP;
-
- goto L_main;
L_wb:
- mes "[Earth Spirit]";
- mes "\"It's excellent to see you again!\"";
- next;
+ mes "[Earth Spirit]";
+ mes "\"It's excellent to see you again!\"";
+ next;
L_main:
- menu
- "How did you get trapped?", L_Q_trapped,
- "Can you teach me magic and spells?", L_Q_magic,
- "What do you know about...", L_Q,
- "Goodbye!", -;
- close;
-
+ menu
+ "How did you get trapped?", L_Q_trapped,
+ "Can you teach me magic and spells?", L_Q_magic,
+ "What do you know about...", L_Q,
+ "Goodbye!", -;
+ close;
+
L_Q_trapped:
- mes "[Earth Spirit]";
- mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Oh, a wicked witch grew jealous of my power and locked me up in this well.\"";
+ next;
+ goto L_main;
L_Q:
- mes "[Earth Spirit]";
- mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Stop bothering me with your questions, will you? I'm trying to make you a powerful wizard, after all!\"";
+ next;
+ goto L_main;
L_Q_magic:
- if (@Q_status == @Q_STATUS_ONQUEST)
- goto L_Q_magic_1;
- if (@Q_status == @Q_STATUS_STUDENT0)
- goto L_Q_magic_2;
- if (@Q_status == @Q_STATUS_STUDENT1)
- goto L_Q_magic_3;
- if (@Q_status == @Q_STATUS_STUDENT2)
- goto L_Q_magic_4;
-
- mes "[Earth Spirit]";
- mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\"";
- next;
-
- menu
- "No way.", L_silly_close,
- "Sure.", L_Q_tree_ok,
- "Why that particular tree?", -;
-
- mes "[Earth Spirit]";
- mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\"";
- next;
-
- menu
- "Yuck.", L_silly_close,
- "Sure, whatever.", L_Q_tree_ok,
- "Isn't that like cutting off someone's arm?", -;
-
- mes "[Earth Spirit]";
- mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\"";
- next;
-
- menu
- "No way.", L_silly_close,
- "Alright, that makes sense.", L_Q_tree_ok;
+ if (@Q_status == @Q_STATUS_ONQUEST) goto L_Q_magic_1;
+ if (@Q_status == @Q_STATUS_STUDENT0) goto L_Q_magic_2;
+ if (@Q_status == @Q_STATUS_STUDENT1) goto L_Q_magic_3;
+ if (@Q_status == @Q_STATUS_STUDENT2) goto L_Q_magic_4;
+
+ mes "[Earth Spirit]";
+ mes "\"Good, good... that's the right attitude! Yes, I can teach you magic, but first you must prove that you are worthy to be my student!\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"North-west of here sits and old, dead tree. Well, not completely dead, not yet, but almost. It's nothing special. Well, maybe a little, but not really. I want you to cut off one of its branches.\"";
+ next;
+ menu
+ "No way.", L_silly_close,
+ "Sure.", L_Q_tree_ok,
+ "Why that particular tree?", -;
+ mes "[Earth Spirit]";
+ mes "\"Oh, you and your questions! Well, that tree was a druid once, so the branches contain a bit of its lifeforce. And that's useful.\"";
+ next;
+ menu
+ "Yuck.", L_silly_close,
+ "Sure, whatever.", L_Q_tree_ok,
+ "Isn't that like cutting off someone's arm?", -;
+ mes "[Earth Spirit]";
+ mes "\"Oooh... now come on! Don't be so sentimental. He turned himself into a tree, he can hardly expect everyone to leave him alone.\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Who knows if he can even feel anything anymore? I'm sure he can't, being wooden and all. Besides, it's only a measly tree. Not like I'm asking you to cut him down!.\"";
+ next;
+ menu
+ "No way.", L_silly_close,
+ "Alright, that makes sense.", L_Q_tree_ok;
L_Q_tree_ok:
- mes "[Earth Spirit]";
- mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\"";
- set @Q_status, @Q_STATUS_ONQUEST;
- callsub S_update_var;
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE;
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Good, good, good! Yes, that will be very good! So, come back when you have the branch. Oh, and bring 100,000 GP, too, as an enrollment fee.\"";
+ set @Q_status, @Q_STATUS_ONQUEST;
+ callsub S_update_var;
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_CUTTREE;
+ next;
+ goto L_main;
L_Q_magic_1:
- mes "[Earth Spirit]";
- mes "\"Yes, yes, if you bring me the branch and the money, then I will!\"";
- next;
- menu
- "Here are the branch and the money.", -,
- "How much money did you want again?", L_Q_tree_howmuch,
- "How can I cut it?", L_Q_tree_how,
- "Where was the tree again?", L_Q_tree_where,
- "What is that tree?", L_Q_tree_what;
-
- if (countitem("DruidTreeBranch") < 1)
- goto L_Q_tree_none;
- if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE))
- goto L_Q_tree_dry;
- if (zeny < 100000)
- goto L_Q_tree_nomoney;
-
- set zeny, zeny - 100000;
- delitem "DruidTreeBranch", 1;
-
- mes "[Earth Spirit]";
- mes "Following the earth sprite's instructions, you throw branch and GP into the well.";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Well done, very well done! Consider yourself my student now.\"";
-
- set @SUP_xp, 5000;
- set @SUP_lvl, 2;
- callfunc "SkillUp";
- next;
-
- set @Q_status, @Q_STATUS_STUDENT0;
- callsub S_update_var;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Yes, yes, if you bring me the branch and the money, then I will!\"";
+ next;
+ menu
+ "Here are the branch and the money.", -,
+ "How much money did you want again?", L_Q_tree_howmuch,
+ "How can I cut it?", L_Q_tree_how,
+ "Where was the tree again?", L_Q_tree_where,
+ "What is that tree?", L_Q_tree_what;
+
+ if (countitem("DruidTreeBranch") < 1) goto L_Q_tree_none;
+ if (!(MAGIC_FLAGS & MFLAG_DID_CUTTREE)) goto L_Q_tree_dry;
+ if (zeny < 100000) goto L_Q_tree_nomoney;
+
+ set zeny, zeny - 100000;
+ delitem "DruidTreeBranch", 1;
+ mes "[Earth Spirit]";
+ mes "Following the earth sprite's instructions, you throw branch and GP into the well.";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Well done, very well done! Consider yourself my student now.\"";
+ set @SUP_xp, 5000;
+ set @SUP_lvl, 2;
+ callfunc "SkillUp";
+ next;
+ set @Q_status, @Q_STATUS_STUDENT0;
+ callsub S_update_var;
+ goto L_main;
L_Q_magic_finish:
- mes "[1000 experience points]";
- set @Q_status, @Q_status + 1;
- callsub S_update_var;
- getexp 1000,0;
- next;
- goto L_main;
+ mes "[1000 experience points]";
+ set @Q_status, @Q_status + 1;
+ callsub S_update_var;
+ getexp 1000,0;
+ next;
+ goto L_main;
L_Q_magic_2:
- mes "[Earth Spirit]";
- mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\"";
- next;
-
- menu
- "Here you are.", -,
- "No.", L_main;
-
- if (zeny < 20000)
- goto L_no20k;
-
- set zeny, zeny - 20000;
-
- mes "[Earth Spirit]";
- mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\"";
- goto L_Q_magic_finish;
+ mes "[Earth Spirit]";
+ mes "\"Yes, of course! For just 20,000 GP I will teach you your first spell!\"";
+ next;
+ menu
+ "Here you are.", -,
+ "No.", L_main;
+
+ if (zeny < 20000) goto L_no20k;
+
+ set zeny, zeny - 20000;
+ mes "[Earth Spirit]";
+ mes "\"Kekeke... excellent! Yes, here goes your first spell, the flying backpack! If you are overloaded, it will take the load off your shoulders.\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Take a cocoon, living or dead, and suffuse it in magic. Whisper '" + getspellinvocation("flying-backpack") + "', and feel it float!\"";
+ goto L_Q_magic_finish;
L_Q_magic_3:
- mes "[Earth Spirit]";
- mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\"";
- next;
-
- menu
- "Here you are.", -,
- "No.", L_main;
-
- if (zeny < 20000)
- goto L_no20k;
-
- set zeny, zeny - 20000;
-
- mes "[Earth Spirit]";
- mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\"";
- next;
-
- mes "[Earth Spirit]";
- mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\"";
- goto L_Q_magic_finish;
+ mes "[Earth Spirit]";
+ mes "\"But yes, yes! Only 20,000 GP, once again, and I will teach you a far more useful spell!\"";
+ next;
+ menu
+ "Here you are.", -,
+ "No.", L_main;
+
+ if (zeny < 20000) goto L_no20k;
+ set zeny, zeny - 20000;
+ mes "[Earth Spirit]";
+ mes "\"Yeees, good! This one is a protection spell, making your skin harder. You need a hard spike for it, though. Hold that spike in your hands, and focus on it.\"";
+ next;
+ mes "[Earth Spirit]";
+ mes "\"Next, say '" + getspellinvocation("protect") + "', and feel your skin grow rigid! Very useful against stings and stabs and pokes and pricks and that sort of stuff.\"";
+ goto L_Q_magic_finish;
L_Q_magic_4:
- mes "[Earth Spirit]";
- mes "\"Naah, you're too weak now! Come back later when you have grown!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Naah, you're too weak now! Come back later when you have grown!\"";
+ next;
+ goto L_main;
L_no20k:
- mes "[Earth Spirit]";
- mes "\"You can't pay me 20,000 if you don't have that much!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"You can't pay me 20,000 if you don't have that much!\"";
+ next;
+ goto L_main;
L_Q_tree_none:
- mes "[Earth Spirit]";
- mes "\"Where is your branch?\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Where is your branch?\"";
+ next;
+ goto L_main;
L_Q_tree_dry:
- mes "[Earth Spirit]";
- mes "\"That won't do. This branch is completely dead; you'll have to get another.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"That won't do. This branch is completely dead; you'll have to get another.\"";
+ next;
+ goto L_main;
L_Q_tree_nomoney:
- mes "[Earth Spirit]";
- mes "\"No, you don't have enough money! Come back when you have 100,000.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"No, you don't have enough money! Come back when you have 100,000.\"";
+ next;
+ goto L_main;
L_Q_tree_howmuch:
- mes "[Earth Spirit]";
- mes "\"It's only 100,000 GP to become my student.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"It's only 100,000 GP to become my student.\"";
+ next;
+ goto L_main;
L_Q_tree_how:
- mes "[Earth Spirit]";
- mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Oh... right, the tree might be protected. Only a bone knife will cut that. No idea where you can find one, but I'm sure you will manage!\"";
+ next;
+ goto L_main;
L_Q_tree_where:
- mes "[Earth Spirit]";
- mes "\"North-west of here.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"North-west of here.\"";
+ next;
+ goto L_main;
L_Q_tree_what:
- mes "[Earth Spirit]";
- mes "\"Just some silly druid who turned himself into a tree; nothing important.\"";
- next;
- goto L_main;
+ mes "[Earth Spirit]";
+ mes "\"Just some silly druid who turned himself into a tree; nothing important.\"";
+ next;
+ goto L_main;
L_silly_close:
- if (MAGIC_FLAGS & MFLAG_KNOWS_IMP)
- mes "[Earth Spirit]";
- if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP))
- mes "[Well]";
+ if (MAGIC_FLAGS & MFLAG_KNOWS_IMP)
+ mes "[Earth Spirit]";
+ if (!(MAGIC_FLAGS & MFLAG_KNOWS_IMP))
+ mes "[Well]";
mes "\"Silly " + @s$ + ".\"";
+
L_close:
- close;
+ close;
S_update_var:
- set QUEST_MAGIC2,
- (QUEST_MAGIC2 & ~(@Q_MASK)
- | (@Q_status << @Q_SHIFT));
- return;
+ set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT));
+ return;
}
-005-1.gat,118,70,0 script #EarthImp0#_M 127,{
- callfunc "EarthImpTouch";
+005-1.gat,118,70,0|script|#EarthImp0#_M|127,{
+ callfunc "EarthImpTouch";
}
-005-1.gat,119,70,0 script #EarthImp1#_M 127,{
- callfunc "EarthImpTouch";
+005-1.gat,119,70,0|script|#EarthImp1#_M|127,{
+ callfunc "EarthImpTouch";
}
diff --git a/world/map/npc/005-1/tree.txt b/world/map/npc/005-1/tree.txt
index 54b7ed1c..bd7a0a6d 100644
--- a/world/map/npc/005-1/tree.txt
+++ b/world/map/npc/005-1/tree.txt
@@ -1,162 +1,149 @@
-function script QuestTreeTrigger {
- set @Q_MASK, NIBBLE_2_MASK;
- set @Q_SHIFT, NIBBLE_2_SHIFT;
+function|script|QuestTreeTrigger|{
+ set @Q_MASK, NIBBLE_2_MASK;
+ set @Q_SHIFT, NIBBLE_2_SHIFT;
- set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
- set @Q_status_lower, @Q_status & 3;
- set @Q_status, (@Q_status & 12) >> 2;
+ set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
+ set @Q_status_lower, @Q_status & 3;
+ set @Q_status, (@Q_status & 12) >> 2;
- if (@Q_status & @flag)
- close; // already did that
+ if (@Q_status & @flag) close; // already did that
- if (@flag == 2)
- goto L_hug;
+ if (@flag == 2) goto L_hug;
L_cont:
- set @Q_status, @Q_status | @flag;
- callsub S_update_var;
+ set @Q_status, @Q_status | @flag;
+ callsub S_update_var;
- if (@Q_status != 3)
- close;
+ if (@Q_status != 3) close;
- if (MAGIC_FLAGS & MFLAG_DID_CUTTREE)
- close;
+ if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) close;
- mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger.";
- mes "[20000 experience points]";
- getexp 20000, 0;
- set @value, 15;
- callfunc "QuestSagathaHappy";
- close;
+ mes "Maybe it is just a trick of the light, but you can't help but think that the tree looks different... healthier, almost younger.";
+ mes "[20000 experience points]";
+ getexp 20000, 0;
+ set @value, 15;
+ callfunc "QuestSagathaHappy";
+ close;
L_hug:
- mes "You hug the tree.";
- next;
- goto L_cont;
+ mes "You hug the tree.";
+ next;
+ goto L_cont;
S_update_var:
- set @Q_wr_status, (@Q_status << 2) | @Q_status_lower;
- set QUEST_MAGIC,
- (QUEST_MAGIC & ~(@Q_MASK)
- | (@Q_wr_status << @Q_SHIFT));
- return;
+ set @Q_wr_status, (@Q_status << 2) | @Q_status_lower;
+ set QUEST_MAGIC, (QUEST_MAGIC & ~(@Q_MASK) | (@Q_wr_status << @Q_SHIFT));
+ return;
}
-function script QuestTreeTouch {
- set @Q_MASK, NIBBLE_2_MASK;
- set @Q_SHIFT, NIBBLE_2_SHIFT;
+function|script|QuestTreeTouch|{
+ set @Q_MASK, NIBBLE_2_MASK;
+ set @Q_SHIFT, NIBBLE_2_SHIFT;
- set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
- set @Q_status, (@Q_status & 12) >> 2;
+ set @Q_status, (QUEST_MAGIC & @Q_MASK) >> @Q_SHIFT;
+ set @Q_status, (@Q_status & 12) >> 2;
- if (@Q_status == 3)
- goto L_happy;
+ if (@Q_status == 3) goto L_happy;
- if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE)
- goto L_cut;
+ if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_CUTTREE) goto L_cut;
- if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE)
- goto L_water;
+ if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) == MFLAG_KNOWS_DRUIDTREE) goto L_water;
- if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set
- goto L_both;
+ if ((MAGIC_FLAGS & (MFLAG_KNOWS_DRUIDTREE | MFLAG_KNOWS_CUTTREE)) > 0) //i.e., both are set
+ goto L_both;
- mes "[Dying Tree]";
- mes "You see a strange tree.";
- close;
+ mes "[Dying Tree]";
+ mes "You see a strange tree.";
+ close;
L_cut:
- mes "[Dying Tree]";
- mes "This must be the tree that the earth spirit was referring to.";
- next;
- menu
- "Cut off a branch", L_do_cut,
- "Leave it alone", -;
- close;
+ mes "[Dying Tree]";
+ mes "This must be the tree that the earth spirit was referring to.";
+ next;
+ menu
+ "Cut off a branch", L_do_cut,
+ "Leave it alone", -;
+ close;
L_water:
- mes "[Dying Tree]";
- mes "This must be the druid tree.";
- next;
- menu
- "Water the tree", L_givewater,
- "Kiss tree", L_kiss,
- "Leave it alone", -;
- close;
+ mes "[Dying Tree]";
+ mes "This must be the druid tree.";
+ next;
+ menu
+ "Water the tree", L_givewater,
+ "Kiss tree", L_kiss,
+ "Leave it alone", -;
+ close;
L_both:
- mes "[Dying Tree]";
- mes "This must be the druid tree that Wyara and the earth spirit were talking about.";
- next;
- menu
- "Water the tree", L_givewater,
- "Kiss tree", L_kiss,
- "Cut off a branch", L_do_cut,
- "Leave it alone", -;
- close;
+ mes "[Dying Tree]";
+ mes "This must be the druid tree that Wyara and the earth spirit were talking about.";
+ next;
+ menu
+ "Water the tree", L_givewater,
+ "Kiss tree", L_kiss,
+ "Cut off a branch", L_do_cut,
+ "Leave it alone", -;
+ close;
L_givewater:
- if (countitem("BottleOfWater") < 1)
- goto L_no_water;
- delitem "BottleOfWater", 1;
- getitem "EmptyBottle", 1;
+ if (countitem("BottleOfWater") < 1) goto L_no_water;
+ delitem "BottleOfWater", 1;
+ getitem "EmptyBottle", 1;
- mes "[Dying Tree]";
- mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect.";
- close;
+ mes "[Dying Tree]";
+ mes "You pour a bottle of water into the sand. The water dissipates quickly, without any effect.";
+ close;
L_no_water:
- mes "[Dying Tree]";
- mes "You don't have any water.";
- close;
+ mes "[Dying Tree]";
+ mes "You don't have any water.";
+ close;
L_kiss:
- mes "[Dying Tree]";
- mes "You pluck out a splinter from your lip.";
- mes "Somehow, you don't think that this helped.";
- close;
+ mes "[Dying Tree]";
+ mes "You pluck out a splinter from your lip.";
+ mes "Somehow, you don't think that this helped.";
+ close;
L_do_cut:
- if (countitem(570) < 1)
- goto L_no_boneknife;
+ if (countitem(570) < 1) goto L_no_boneknife;
- if (MAGIC_FLAGS & MFLAG_DID_CUTTREE)
- goto L_really_cut;
+ if (MAGIC_FLAGS & MFLAG_DID_CUTTREE) goto L_really_cut;
- mes "[Dying Tree]";
- mes "You find a suitable branch and put your bone knife in position.";
- mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you...";
- mes "Do you want to continue cutting?";
- next;
-
- menu
- "Nah... better not.", -,
- "Yes, let's cut!", L_really_cut;
- close;
+ mes "[Dying Tree]";
+ mes "You find a suitable branch and put your bone knife in position.";
+ mes "Holding the branch, you have an uneasy feeling-- as if something inside the tree were trying to resist you...";
+ mes "Do you want to continue cutting?";
+ next;
+ menu
+ "Nah... better not.", -,
+ "Yes, let's cut!", L_really_cut;
+ close;
L_really_cut:
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE;
- getitem "DruidTreeBranch", 1;
- mes "[Dying Tree]";
- mes "You cut off a branch from the tree.";
- mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand...";
- close;
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_DID_CUTTREE;
+ getitem "DruidTreeBranch", 1;
+ mes "[Dying Tree]";
+ mes "You cut off a branch from the tree.";
+ mes "For an instant, you have an uneasy feeling, as if the branch were writhing in your hand...";
+ close;
L_no_boneknife:
- mes "[Dying Tree]";
- mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?";
- close;
+ mes "[Dying Tree]";
+ mes "Try as you might, you can't seem to find a way to cut off a branch. Perhaps you need a different tool for cutting?";
+ close;
L_happy:
- mes "[Druid Tree]";
- mes "The tree looks younger and healthier now.";
- close;
+ mes "[Druid Tree]";
+ mes "The tree looks younger and healthier now.";
+ close;
}
-005-1.gat,79,41,0 script #DruidTree0#_M 127,{
- callfunc "QuestTreeTouch";
+005-1.gat,79,41,0|script|#DruidTree0#_M|127,{
+ callfunc "QuestTreeTouch";
}
-005-1.gat,80,41,0 script #DruidTree1#_M 127,{
- callfunc "QuestTreeTouch";
+005-1.gat,80,41,0|script|#DruidTree1#_M|127,{
+ callfunc "QuestTreeTouch";
}
diff --git a/world/map/npc/005-3/monsters.txt b/world/map/npc/005-3/monsters.txt
index 439b6300..a52d0dc3 100644
--- a/world/map/npc/005-3/monsters.txt
+++ b/world/map/npc/005-3/monsters.txt
@@ -2,13 +2,12 @@
// This is the Snake Pit, a cave in the Snake Desert.
//
-005-3.gat,0,0,0,0 monster Snake 1010,175,0,0,Mob22::OnSnake
+005-3.gat,0,0,0,0|monster|Snake|1010,175,0,0,Mob22::OnSnake
-005-3.gat,0,0,0 script Mob22 -1,{
+005-3.gat,0,0,0|script|Mob22|-1,{
OnSnake:
- set @mobID, 1010;
- callfunc "MobPoints";
- break;
-
- end;
+ set @mobID, 1010;
+ callfunc "MobPoints";
+ break;
+ end;
}
diff --git a/world/map/npc/006-1/mika.txt b/world/map/npc/006-1/mika.txt
index fc2e6f44..b4e2d69c 100644
--- a/world/map/npc/006-1/mika.txt
+++ b/world/map/npc/006-1/mika.txt
@@ -1,4 +1,4 @@
-006-1.gat,39,27,0 script Mika 114,{
+006-1.gat,39,27,0|script|Mika|114,{
mes "[Mika]";
mes "\"My father told me about a man living in this desert who makes clothes out of snake skin.\"";
next;
diff --git a/world/map/npc/006-1/pachua.txt b/world/map/npc/006-1/pachua.txt
index c1bfb83f..ace4ba9a 100644
--- a/world/map/npc/006-1/pachua.txt
+++ b/world/map/npc/006-1/pachua.txt
@@ -1,311 +1,309 @@
-006-1.gat,23,100,0 script Pachua 143,{
+006-1.gat,23,100,0|script|Pachua|143,{
- set @LEATHER_PATCH_PRICE, 300;
- set @wants_leather_patch, QUEST_Forestbow_state & NIBBLE_4_MASK;
+ set @LEATHER_PATCH_PRICE, 300;
+ set @wants_leather_patch, QUEST_Forestbow_state & NIBBLE_4_MASK;
// lines belong to easter 2011:
-// set @month, 4;
-// set @start_day, 15;
-// set @end_day, 30;
+// set @month, 4;
+// set @start_day, 15;
+// set @end_day, 30;
- if (QUEST_MIRIAM_cheat != 0) goto L_warp_cheat;
- if (QUEST_MIRIAM_start != 0) goto L_smoke;
+ if (QUEST_MIRIAM_cheat != 0) goto L_warp_cheat;
+ if (QUEST_MIRIAM_start != 0) goto L_smoke;
// lines belong to easter 2011:
-// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 1) goto L_Basket;
-// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 2) goto L_MakeBasket;
-// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 3) goto L_SeeBunny;
+// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 1) goto L_Basket;
+// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 2) goto L_MakeBasket;
+// if (gettime(6) == @month && gettime(5) >= @start_day && gettime(5) <= @end_day && QUEST_Easter11 == 3) goto L_SeeBunny;
L_Begin:
- mes "[Chief Pachua]";
- mes "";
- mes "\"How!\"";
- next;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"How!\"";
+ next;
- if (getequipid(equip_head) == 643 || getequipid(equip_head) == 644) goto L_WearingCowboy;
- if (getequipid(equip_legs) == 642) goto L_WearingChaps;
+ if (getequipid(equip_head) == 643 || getequipid(equip_head) == 644) goto L_WearingCowboy;
+ if (getequipid(equip_legs) == 642) goto L_WearingChaps;
- mes "[Chief Pachua]";
- mes "";
- mes "\"For generations my tribe has been crafting special clothes out of different items.\"";
- next;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"For generations my tribe has been crafting special clothes out of different items.\"";
+ next;
L_Check_Shops:
- if((countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) && (countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1)) goto L_Super_store;
- if(countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) goto L_Chaps_store;
- if(countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1) goto L_Cowboy_store;
-
- mes "[Chief Pachua]";
- mes "";
- mes "\"Maybe if you bring me the right materials I can make something for you.\"";
- next;
-
- if (@wants_leather_patch)
- menu "Wait, can you make a leather patch for me?", L_leather_patch,
- "OK, bye.", -;
-
- close;
+ if((countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) && (countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1)) goto L_Super_store;
+ if(countitem("JeansShorts") > 0 && countitem("SnakeSkin") > 9) goto L_Chaps_store;
+ if(countitem("FancyHat") > 0 && countitem("SnakeSkin") > 1) goto L_Cowboy_store;
+
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Maybe if you bring me the right materials I can make something for you.\"";
+ next;
+ if (@wants_leather_patch)
+ menu
+ "Wait, can you make a leather patch for me?", L_leather_patch,
+ "OK, bye.", -;
+ close;
L_CheckStuff:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Let me see what you have there.\"";
- next;
- return;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Let me see what you have there.\"";
+ next;
+ return;
L_Super_store:
- callsub L_CheckStuff;
- mes "[Chief Pachua]";
- mes "";
- mes "\"Ahh you have lots of good items to work with.\"";
- mes "";
- mes "\"With them I can make you either";
- mes "a Cowboy hat or Snake Skin Chaps\"";
- next;
- if (@wants_leather_patch)
- menu
- "Cowboy hat, please.", L_BuyCowboy,
- "Snake Skin Chaps sound good.", L_BuyChaps,
- "Can you make a leather patch?", L_leather_patch,
- "Not now, maybe later.", L_NoDeal;
- if (!@wants_leather_patch)
- menu
- "Cowboy hat, please.", L_BuyCowboy,
- "Snake Skin Chaps sound good.", L_BuyChaps,
- "Not now, maybe later.", L_NoDeal;
+ callsub L_CheckStuff;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Ahh you have lots of good items to work with.\"";
+ mes "";
+ mes "\"With them I can make you either";
+ mes "a Cowboy hat or Snake Skin Chaps\"";
+ next;
+ if (@wants_leather_patch)
+ menu
+ "Cowboy hat, please.", L_BuyCowboy,
+ "Snake Skin Chaps sound good.", L_BuyChaps,
+ "Can you make a leather patch?", L_leather_patch,
+ "Not now, maybe later.", L_NoDeal;
+ if (!@wants_leather_patch)
+ menu
+ "Cowboy hat, please.", L_BuyCowboy,
+ "Snake Skin Chaps sound good.", L_BuyChaps,
+ "Not now, maybe later.", L_NoDeal;
L_Cowboy_store:
- callsub L_CheckStuff;
- mes "[Chief Pachua]";
- mes "";
- mes "\"To make you a Cowboy hat I will need:";
- mes "1 Fancy hat";
- mes "2 Snake skins";
- mes "5.000 GP\"";
- mes "";
- mes "\"Do we have a deal?\"";
- next;
- if (@wants_leather_patch)
- menu
- "Yes, that's fine.", L_BuyCowboy,
- "Can you make a leather patch?", L_leather_patch,
- "On second thought, maybe later.", L_NoDeal;
- if (!@wants_leather_patch)
- menu
- "Yes, that's fine.", L_BuyCowboy,
- "On second thought, maybe later.", L_NoDeal;
+ callsub L_CheckStuff;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"To make you a Cowboy hat I will need:";
+ mes "1 Fancy hat";
+ mes "2 Snake skins";
+ mes "5.000 GP\"";
+ mes "";
+ mes "\"Do we have a deal?\"";
+ next;
+ if (@wants_leather_patch)
+ menu
+ "Yes, that's fine.", L_BuyCowboy,
+ "Can you make a leather patch?", L_leather_patch,
+ "On second thought, maybe later.", L_NoDeal;
+ if (!@wants_leather_patch)
+ menu
+ "Yes, that's fine.", L_BuyCowboy,
+ "On second thought, maybe later.", L_NoDeal;
L_Chaps_store:
- callsub L_CheckStuff;
- mes "[Chief Pachua]";
- mes "";
- mes "\"To make you a pair of Snake Skin Chaps I will need:";
- mes "1 Jeans Shorts";
- mes "10 Snake skins";
- mes "10.000 GP\"";
- mes "";
- mes "\"Do we have a deal?\"";
- next;
- if (!@wants_leather_patch)
- menu
- "Yes, that's fine.", L_BuyChaps,
- "On second thought, maybe later.", L_NoDeal;
- if (@wants_leather_patch)
- menu
- "Yes, that's fine.", L_BuyChaps,
- "Can you make a leather patch?", L_leather_patch,
- "On second thought, maybe later.", L_NoDeal;
+ callsub L_CheckStuff;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"To make you a pair of Snake Skin Chaps I will need:";
+ mes "1 Jeans Shorts";
+ mes "10 Snake skins";
+ mes "10.000 GP\"";
+ mes "";
+ mes "\"Do we have a deal?\"";
+ next;
+ if (!@wants_leather_patch)
+ menu
+ "Yes, that's fine.", L_BuyChaps,
+ "On second thought, maybe later.", L_NoDeal;
+ if (@wants_leather_patch)
+ menu
+ "Yes, that's fine.", L_BuyChaps,
+ "Can you make a leather patch?", L_leather_patch,
+ "On second thought, maybe later.", L_NoDeal;
L_BuyChaps:
- if (zeny < 10000) goto L_NoMoney;
- if (countitem("JeansShorts") < 1) goto L_NoJeans;
- if (countitem("SnakeSkin") < 10) goto L_NoSkin;
- set zeny, zeny - 10000;
- delitem "SnakeSkin", 10;
- delitem "JeansShorts", 1;
- getitem "JeansChaps", 1;
- goto L_DealDone;
+ if (zeny < 10000) goto L_NoMoney;
+ if (countitem("JeansShorts") < 1) goto L_NoJeans;
+ if (countitem("SnakeSkin") < 10) goto L_NoSkin;
+ set zeny, zeny - 10000;
+ delitem "SnakeSkin", 10;
+ delitem "JeansShorts", 1;
+ getitem "JeansChaps", 1;
+ goto L_DealDone;
L_BuyCowboy:
- if (zeny < 5000) goto L_NoMoney;
- if (countitem("FancyHat") < 1) goto L_NoFancy;
- if (countitem("SnakeSkin") < 2) goto L_NoSkin;
- set zeny, zeny - 5000;
- delitem "SnakeSkin", 2;
- delitem "FancyHat", 1;
- set @temp,rand(2);
- if(@temp == 0) goto L_Cowboy_white;
- goto L_Cowboy_black;
+ if (zeny < 5000) goto L_NoMoney;
+ if (countitem("FancyHat") < 1) goto L_NoFancy;
+ if (countitem("SnakeSkin") < 2) goto L_NoSkin;
+ set zeny, zeny - 5000;
+ delitem "SnakeSkin", 2;
+ delitem "FancyHat", 1;
+ set @temp,rand(2);
+ if(@temp == 0) goto L_Cowboy_white;
+ goto L_Cowboy_black;
L_Cowboy_white:
- getitem "WhiteCowboyHat", 1;
- goto L_DealDone;
+ getitem "WhiteCowboyHat", 1;
+ goto L_DealDone;
L_Cowboy_black:
- getitem "BlackCowboyHat", 1;
- goto L_DealDone;
+ getitem "BlackCowboyHat", 1;
+ goto L_DealDone;
L_leather_patch:
- mes "[Chief Pachua]";
- mes "";
- mes "\"If you just want a piece of leather, then yes, I can make that. Bring me a snake skin and " + @LEATHER_PATCH_PRICE + " GP.\"";
- next;
-
- menu "Here you are.", -,
- "OK, I'll be back later.", L_End,
- "That's too expensive!.", L_NoDeal;
-
- if (countitem("SnakeSkin") < 1) goto L_NoSkins;
- if (zeny < @LEATHER_PATCH_PRICE) goto L_NoMoney;
- getinventorylist;
- if (@inventorylist_count == 100 && countitem("SnakeSkin") > 1) goto L_TooMany;
-
- set zeny, zeny - @LEATHER_PATCH_PRICE;
- delitem "SnakeSkin", 1;
- getitem "LeatherPatch", 1;
- goto L_DealDone;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"If you just want a piece of leather, then yes, I can make that. Bring me a snake skin and " + @LEATHER_PATCH_PRICE + " GP.\"";
+ next;
+ menu
+ "Here you are.", -,
+ "OK, I'll be back later.", L_End,
+ "That's too expensive!.", L_NoDeal;
+
+ if (countitem("SnakeSkin") < 1) goto L_NoSkins;
+ if (zeny < @LEATHER_PATCH_PRICE) goto L_NoMoney;
+ getinventorylist;
+ if (@inventorylist_count == 100 && countitem("SnakeSkin") > 1) goto L_TooMany;
+
+ set zeny, zeny - @LEATHER_PATCH_PRICE;
+ delitem "SnakeSkin", 1;
+ getitem "LeatherPatch", 1;
+ goto L_DealDone;
L_DealDone:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Here you are!\"";
- mes "";
- mes "\"Come back any time.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Here you are!\"";
+ mes "";
+ mes "\"Come back any time.\"";
+ close;
L_NoDeal:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Alright, but you won't get a better deal anywhere else!\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Alright, but you won't get a better deal anywhere else!\"";
+ close;
L_NoMoney:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Oh dear, it seems you don't have enough money.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Oh dear, it seems you don't have enough money.\"";
+ close;
L_NoJeans:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Oh dear, it seems you don't have enough jeans shorts.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Oh dear, it seems you don't have enough jeans shorts.\"";
+ close;
L_NoFancy:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Oh dear, it seems you don't have enough fancy hats.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Oh dear, it seems you don't have enough fancy hats.\"";
+ close;
L_NoSkins:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Oh dear, it seems you don't have enough snake skins.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Oh dear, it seems you don't have enough snake skins.\"";
+ close;
L_WearingCowboy:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Ah, I see that you are wearing a hat made with the ancient methods of my tribe.\"";
- next;
- goto L_Check_Shops;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Ah, I see that you are wearing a hat made with the ancient methods of my tribe.\"";
+ next;
+ goto L_Check_Shops;
L_WearingChaps:
- mes "[Chief Pachua]";
- mes "";
- mes "\"Ah, I see that you are wearing pants made by my tribe.\"";
- next;
- goto L_Check_Shops;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"Ah, I see that you are wearing pants made by my tribe.\"";
+ next;
+ goto L_Check_Shops;
L_End:
- close;
+ close;
L_TooMany:
- mes "[Chief Pachua]";
- mes "";
- mes "\"You don't have room for a leather patch. Come back later.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"You don't have room for a leather patch. Come back later.\"";
+ close;
L_smoke:
- message strcharinfo(0), "Pachua quickly inhales from his pipe and releases a ring of smoke towards the sky!";
- set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start;
- set QUEST_MIRIAM_start, 0;
- end;
+ message strcharinfo(0), "Pachua quickly inhales from his pipe and releases a ring of smoke towards the sky!";
+ set QUEST_MIRIAM_run, gettimetick(2) - QUEST_MIRIAM_start;
+ set QUEST_MIRIAM_start, 0;
+ end;
L_warp_cheat:
- if (@warp_cheat == 1) goto L_Begin;
- message strcharinfo(0), "Pachua releases a ring of smoke towards the sky! But, by the look on his face, you can tell he is suspicious about your methods...";
- set @warp_cheat, 1;
- end;
+ if (@warp_cheat == 1) goto L_Begin;
+ message strcharinfo(0), "Pachua releases a ring of smoke towards the sky! But, by the look on his face, you can tell he is suspicious about your methods...";
+ set @warp_cheat, 1;
+ end;
L_Basket:
- mes "[Chief Pachua]";
- mes "";
- mes "\"For generations my tribe has been crafting special clothes out of different items.\"";
- mes "\"Maybe if you bring me the right materials I can make something for you.\"";
- next;
- menu
- "Do you work only with clothes? Because I was looking for a basket.", -;
- mes "\"A basket? In our tribe, we craft baskets of all kinds using only reeds. This basket, you need it to carry your items?\"";
- menu
- "No. It is for the Easter Bunny. I offered to get him one.", -;
- mes "\"I appreciate your attitude. Maybe I can help you with that.\"";
- menu
- "I would be really grateful if you could do that!", -,
- "Nah, I decided not to do that stupid quest.", L_End,
- "I would prefer to talk to you about other stuff.", L_Begin; //should go to pachuas's regular chat
- set QUEST_Easter11, 2;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"For generations my tribe has been crafting special clothes out of different items.\"";
+ mes "\"Maybe if you bring me the right materials I can make something for you.\"";
+ next;
+ menu
+ "Do you work only with clothes? Because I was looking for a basket.", -;
+ mes "\"A basket? In our tribe, we craft baskets of all kinds using only reeds. This basket, you need it to carry your items?\"";
+ menu
+ "No. It is for the Easter Bunny. I offered to get him one.", -;
+ mes "\"I appreciate your attitude. Maybe I can help you with that.\"";
+ menu
+ "I would be really grateful if you could do that!", -,
+ "Nah, I decided not to do that stupid quest.", L_End,
+ "I would prefer to talk to you about other stuff.", L_Begin; //should go to pachuas's regular chat
+ set QUEST_Easter11, 2;
L_MakeBasket:
- mes "[Chief Pachua]";
- mes "";
- mes "\"I will need you to gather reeds for me.\"";
- mes "\"5 bundles should do it.\"";
- mes "\"You should be able to get those from mouboos as they graze.\"";
- menu
- "I have the Reeds!", -,
- "Ok, I will be back soon", L_End,
- "I changed my mind, forget about it", L_End,
- "Can I talk to you about another stuff?", L_Begin; //should go to pachuas's regular chat
-
- if(countitem("ReedBundle") < 5) goto L_EasterNotEnough;
- if(countitem("ReedBundle") >= 5) goto L_EasterEnough;
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"I will need you to gather reeds for me.\"";
+ mes "\"5 bundles should do it.\"";
+ mes "\"You should be able to get those from mouboos as they graze.\"";
+ menu
+ "I have the Reeds!", -,
+ "Ok, I will be back soon", L_End,
+ "I changed my mind, forget about it", L_End,
+ "Can I talk to you about another stuff?", L_Begin; //should go to pachuas's regular chat
+
+ if(countitem("ReedBundle") < 5) goto L_EasterNotEnough;
+ if(countitem("ReedBundle") >= 5) goto L_EasterEnough;
+ close;
L_EasterNotEnough:
- mes "[Chief Pachua]";
- mes "";
- mes "\"You do not have enough Reed Bundles for me to work with.\"";
- mes "\"Go gather more.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"You do not have enough Reed Bundles for me to work with.\"";
+ mes "\"Go gather more.\"";
+ close;
L_EasterEnough:
- getinventorylist;
- if (@inventorylist_count == 100 && countitem("ReedBundle") > 5) goto L_EasterTooMany;
- if(countitem("ReedBundle") < 5) goto L_EasterNotEnough;
- delitem "ReedBundle", 5;
- getitem "EasterBasket", 1;
- set QUEST_Easter11, 3;
- mes "[Chief Pachua]";
- mes "";
- mes "\"You have gathered enough reeds for me to make the basket.\"";
- mes "He skillfully soaks the reeds you brought him,";
- mes "then swiftly weaves them into a basket shape.";
- mes "Next, he places the damp basket in the sun to dry for a minute before handing it over to you.";
- mes "\"Here is your Easter Basket.\"";
- close;
+ getinventorylist;
+ if (@inventorylist_count == 100 && countitem("ReedBundle") > 5) goto L_EasterTooMany;
+ if(countitem("ReedBundle") < 5) goto L_EasterNotEnough;
+ delitem "ReedBundle", 5;
+ getitem "EasterBasket", 1;
+ set QUEST_Easter11, 3;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"You have gathered enough reeds for me to make the basket.\"";
+ mes "He skillfully soaks the reeds you brought him,";
+ mes "then swiftly weaves them into a basket shape.";
+ mes "Next, he places the damp basket in the sun to dry for a minute before handing it over to you.";
+ mes "\"Here is your Easter Basket.\"";
+ close;
L_EasterTooMany:
- mes "[Chief Pachua]";
- mes "";
- mes "\"You don't have room for the Easter Basket. Come back later.\"";
- close;
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"You don't have room for the Easter Basket. Come back later.\"";
+ close;
L_SeeBunny:
- mes "[Chief Pachua]";
- mes "";
- mes "\"You need to return to the Easter Bunny now.\"";
- next;
- goto L_Begin;
-
+ mes "[Chief Pachua]";
+ mes "";
+ mes "\"You need to return to the Easter Bunny now.\"";
+ next;
+ goto L_Begin;
}