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authorThe Kandiman <kandiman@kandiman.(none)>2011-09-05 00:59:06 -0400
committerJessica Tölke <jtoelke@mail.upb.de>2011-09-06 11:15:32 +0200
commita023cf16f0ec841620c975862cb5a96de99c577f (patch)
tree130b6e00993dbe275444743102031a2117c2f423 /world/map/npc/009-1
parent7ee49eb4acf3a6c047e18f36695c407740cfc523 (diff)
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Tab conversion project. Maps 007-1 to 010-2 complete.
Diffstat (limited to 'world/map/npc/009-1')
-rw-r--r--world/map/npc/009-1/jack.txt398
-rw-r--r--world/map/npc/009-1/milly.txt35
-rw-r--r--world/map/npc/009-1/old_man.txt46
-rw-r--r--world/map/npc/009-1/old_woman.txt90
-rw-r--r--world/map/npc/009-1/sabine.txt34
-rw-r--r--world/map/npc/009-1/soul-menhir.txt18
-rw-r--r--world/map/npc/009-1/water_pump.txt6
7 files changed, 298 insertions, 329 deletions
diff --git a/world/map/npc/009-1/jack.txt b/world/map/npc/009-1/jack.txt
index a0ee0b43..c8a4e586 100644
--- a/world/map/npc/009-1/jack.txt
+++ b/world/map/npc/009-1/jack.txt
@@ -10,251 +10,223 @@
//# Needed: 40 Raw logs, 5000gp #
//# Reward: Wooden shield and 2500exp #
//# #
-//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
+//# Variables used: @QUEST_Forestbow_state, nibbles 0 and 1 #
//#################################################################################
// Lumberjack
-009-1.gat,40,45,0 script Jack 141, {
- set @RAWLOGS_AMOUNT, 40;
- set @SHIELD_COST, 5000;
- set @QUEST_SHIELD_EXP, 2500;
-
- set @Q_Forestbow_MASK, NIBBLE_0_MASK;
- set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
-
- set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
- set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
-
- set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
- set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
-
- if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
- if (@Q_Woodenshield == 2) goto L_Shield_state_2;
- if (@Q_Woodenshield == 1) goto L_Shield_state_1;
- if (@Q_Forestbow > 1) goto L_Bow_state_2;
-
- mes "[Jack Lumber]";
- mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
- if (Inspector == 1) callsub S_NohMask_Ask;
- next;
- if (@Q_Forestbow < 1) close;
-
- menu
- "I heard you aren't delivering any more living wood. Why not?", -;
-
- mes "[Jack Lumber]";
- mes "\"Why not?! I value my life, that's why!.\"";
-
- next;
- menu
- "What do you mean?", -;
-
- mes "[Jack Lumber]";
- mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
-
- next;
- menu
- "What happened? ", -;
-
- mes "[Jack Lumber]";
- mes "\"You'll think I am insane when I tell you.\"";
-
- next;
- menu
- "I won't. I promise.", -;
-
- mes "[Jack Lumber]";
- mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
- next;
- menu
- "Did you run away?", -,
- "Did you fight it?", -;
-
- mes "[Jack Lumber]";
- mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
-
- next;
- menu
- "So you beat the monster? Then why are you so scared?", -;
-
- mes "[Jack Lumber]";
- mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
-
- next;
- menu
- "Did you fight them, too? ", -;
-
- mes "[Jack Lumber]";
- mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
-
- next;
- menu
- "So you aren't chopping down trees anymore?", -;
-
- mes "[Jack Lumber]";
- mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\"";
-
- next;
- menu
- "Southwest you say? OK, thank you.", -;
-
- set @Q_Forestbow, 2;
- callsub S_Update_Mask;
-
- close;
+009-1.gat,40,45,0|script|Jack|141,{
+ set @RAWLOGS_AMOUNT, 40;
+ set @SHIELD_COST, 5000;
+ set @QUEST_SHIELD_EXP, 2500;
+
+ set @Q_Forestbow_MASK, NIBBLE_0_MASK;
+ set @Q_Forestbow_SHIFT, NIBBLE_0_SHIFT;
+
+ set @Q_Woodenshield_MASK, NIBBLE_1_MASK;
+ set @Q_Woodenshield_SHIFT, NIBBLE_1_SHIFT;
+
+ set @Q_Forestbow, ((QUEST_Forestbow_state & @Q_Forestbow_MASK) >> @Q_Forestbow_SHIFT);
+ set @Q_Woodenshield, ((QUEST_Forestbow_state & @Q_Woodenshield_MASK) >> @Q_Woodenshield_SHIFT);
+
+ if (@Q_Woodenshield >= 3) goto L_Shield_state_3;
+ if (@Q_Woodenshield == 2) goto L_Shield_state_2;
+ if (@Q_Woodenshield == 1) goto L_Shield_state_1;
+ if (@Q_Forestbow > 1) goto L_Bow_state_2;
+
+ mes "[Jack Lumber]";
+ mes "\"Hello there, my name is Jack Lumber, the enemy of all trees. If you need some firewood just let me know.\"";
+ if (Inspector == 1) callsub S_NohMask_Ask;
+ next;
+ if (@Q_Forestbow < 1) close;
+ menu
+ "I heard you aren't delivering any more living wood. Why not?", -;
+ mes "[Jack Lumber]";
+ mes "\"Why not?! I value my life, that's why!.\"";
+ next;
+ menu
+ "What do you mean?", -;
+ mes "[Jack Lumber]";
+ mes "\"A week ago I was going to chop down one of those twigleaf trees in the forest to the southwest. These twigleafs are the trees that give me the living wood you speak of. I was just chopping away with my axe and what happened? One of its branches hit me! I thought it fell down or the wind blew it. It hurt! I shook it off and struck it again with my axe and another branch hit me! I got angry and started to chop off all the branches near the ground so this couldn't happen anymore. But I still can't believe what happened next.\"";
+ next;
+ menu
+ "What happened? ", -;
+ mes "[Jack Lumber]";
+ mes "\"You'll think I am insane when I tell you.\"";
+ next;
+ menu
+ "I won't. I promise.", -;
+ mes "[Jack Lumber]";
+ mes "\"OK. After I chopped off a few branches the whole tree started to move. Its roots tore out of the earth, all the branches started to wave around and a face appeared on the trunk. The whole tree CAME TO LIFE! It was mad!\"";
+ next;
+ menu
+ "Did you run away?", -,
+ "Did you fight it?", -;
+ mes "[Jack Lumber]";
+ mes "\"I fought, of course! I took my axe and attacked the beast! It hit me here *points at a bruise at his shoulder*, here *lifts his trouser leg to show another bruise* and here *lifts his shirt and reveals some even worse bruises*. But i didn't give up. I chopped away at it, branch after branch, and in the end I chopped off its roots and it fell to the ground motionless.\"";
+ next;
+ menu
+ "So you beat the monster? Then why are you so scared?", -;
+ mes "[Jack Lumber]";
+ mes "\"Well, I was exhausted and had to rest. A few minutes passed and suddenly I was surrounded by a dozen or more of these living trees!\"";
+ next;
+ menu
+ "Did you fight them, too? ", -;
+ mes "[Jack Lumber]";
+ mes "\"Are you crazy? I barely destroyed one of those beasts. I was in no shape to fight again. I ran away as fast as I could. Lucky for me the monsters aren't that fast on their tiny root legs. Ha!\"";
+ next;
+ menu
+ "So you aren't chopping down trees anymore?", -;
+ mes "[Jack Lumber]";
+ mes "\"I still do. It's my job. But I no longer chop those twigleafs, I'll tell you that. I know the bowyer master wants some wood from them, but I don't care. I won't risk my life for a few gold pieces. If you want to, just go to the southwest. But I won't go there ever again.\"";
+ next;
+ menu
+ "Southwest you say? OK, thank you.", -;
+ set @Q_Forestbow, 2;
+ callsub S_Update_Mask;
+ close;
L_Bow_state_2:
- // Bow state 4: The player has found a perfect piece of wood.
- if (@Q_Forestbow > 3) goto L_Bow_state_4;
+ // Bow state 4: The player has found a perfect piece of wood.
+ if (@Q_Forestbow > 3) goto L_Bow_state_4;
- mes "\"Good luck hunting those tree monsters - you will need it.\"";
- if (Inspector == 1) callsub S_NohMask_Ask;
- close;
+ mes "\"Good luck hunting those tree monsters - you will need it.\"";
+ if (Inspector == 1) callsub S_NohMask_Ask;
+ close;
L_Bow_state_4:
- mes "[Jack Lumber]";
- mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
-
- next;
- menu
- "I couldn't afford the bow, though...", L_Shield_state_0,
- "No, I'm still looking.", L_Bow_state_4_reaffirm,
- "Yes, I've got the Forest bow now.", -,
- "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
-
- // Check if the player tells the truth (continue on in any case)
- if (@Q_Forestbow > 4) goto L_Shield_state_0;
-
- mes "[Jack Lumber]";
- mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
-
- next;
- goto L_Shield_state_0;
+ mes "[Jack Lumber]";
+ mes "\"You've finally found that perfect piece of living wood Alan needs to make a Forest bow, haven't you?\"";
+ next;
+ menu
+ "I couldn't afford the bow, though...", L_Shield_state_0,
+ "No, I'm still looking.", L_Bow_state_4_reaffirm,
+ "Yes, I've got the Forest bow now.", -,
+ "I'm a melee warrior, I don't need bows.", L_Shield_state_0;
+
+ // Check if the player tells the truth (continue on in any case)
+ if (@Q_Forestbow > 4) goto L_Shield_state_0;
+
+ mes "[Jack Lumber]";
+ mes "\"Hrmph. I'm someone who respects those speaking the truth.\"";
+ next;
+ goto L_Shield_state_0;
L_Bow_state_4_reaffirm:
- mes "[Jack Lumber]";
- mes "\"You should go talk to Alan again.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You should go talk to Alan again.\"";
+ close;
L_Shield_state_0:
- set @Q_Woodenshield, 1;
- callsub S_Update_Mask;
+ set @Q_Woodenshield, 1;
+ callsub S_Update_Mask;
- if (Sex == 0) set @child_of_jack$, "daughter";
- if (Sex == 1) set @child_of_jack$, "son";
+ if (Sex == 0)
+ set @child_of_jack$, "daughter";
+ if (Sex == 1)
+ set @child_of_jack$, "son";
- mes "[Jack Lumber]";
- mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
- next;
- goto L_Shield_state_1;
+ mes "[Jack Lumber]";
+ mes "\"You no doubt remember how I struggled with those beasts, fighting for my life. Scared me, those seven-branched little stumps did! Never since that day have I strayed near them. And here comes you, cutting them down one by one. I'm proud of you, to dare those trunks a fight. You're strong as if you were my own " + @child_of_jack$ + "!\"";
+ next;
+ goto L_Shield_state_1;
L_Shield_state_1:
- mes "[Jack Lumber]";
- mes "\"I have an idea. What would you say about a new shield?\"";
- next;
-
- if (Inspector == 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -,
- "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
- if (Inspector != 1)
- menu
- "No thanks.", L_End,
- "Yes, please!", -;
-
- mes "[Jack Lumber]";
- mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
- next;
-
- set @Q_Woodenshield, 2;
- callsub S_Update_Mask;
- close;
+ mes "[Jack Lumber]";
+ mes "\"I have an idea. What would you say about a new shield?\"";
+ next;
+ if (Inspector == 1)
+ menu
+ "No thanks.", L_End,
+ "Yes, please!", -,
+ "Actually, I'd like to know if you've seen any strange happenings in town.", L_NohMask_Answer;
+ if (Inspector != 1)
+ menu
+ "No thanks.", L_End,
+ "Yes, please!", -;
+ mes "[Jack Lumber]";
+ mes "\"All I need is " + @RAWLOGS_AMOUNT + " raw logs. This needn't be highest-quality wood; pretty much any log you can find should work. Oh, and I'll also need " + @SHIELD_COST + " GP for other materials.\"";
+ next;
+ set @Q_Woodenshield, 2;
+ callsub S_Update_Mask;
+ close;
L_End:
- close;
+ close;
L_Shield_state_2:
- mes "[Jack Lumber]";
- mes "\"Let's see if you have enough of everything.\"";
- next;
-
- if (countitem("RawLog") < @RAWLOGS_AMOUNT) goto L_Not_enough_logs;
- if (zeny < @SHIELD_COST) goto L_Not_enough_money;
- getinventorylist;
- if (@inventorylist_count == 100) goto L_TooMany;
-
- delitem "RawLog", @RAWLOGS_AMOUNT;
- set zeny, zeny - @SHIELD_COST;
- getexp @QUEST_SHIELD_EXP, 0;
- getitem "WoodenShield", 1;
-
- set @Q_Woodenshield, 3;
- callsub S_Update_Mask;
- mes "[Jack Lumber]";
- mes "\"Have a seat.\"";
- mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
- mes "Applying some strong-smelling liquid, he tans them in darker hues.";
- next;
-
- mes "[Jack Lumber]";
- mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
- next;
-
- mes "[Jack Lumber]";
- mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
- mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
- next;
-
- mes "[Jack Lumber]";
- mes "Finally, he hands the shield to you.";
- mes "\"Enjoy your new shield!\"";
- mes "[" + @QUEST_SHIELD_EXP + " experience points]";
- next;
- goto L_End;
+ mes "[Jack Lumber]";
+ mes "\"Let's see if you have enough of everything.\"";
+ next;
+ if (countitem("RawLog") < @RAWLOGS_AMOUNT)
+ goto L_Not_enough_logs;
+ if (zeny < @SHIELD_COST)
+ goto L_Not_enough_money;
+ getinventorylist;
+ if (@inventorylist_count == 100)
+ goto L_TooMany;
+ delitem "RawLog", @RAWLOGS_AMOUNT;
+ set zeny, zeny - @SHIELD_COST;
+ getexp @QUEST_SHIELD_EXP, 0;
+ getitem "WoodenShield", 1;
+ set @Q_Woodenshield, 3;
+ callsub S_Update_Mask;
+ mes "[Jack Lumber]";
+ mes "\"Have a seat.\"";
+ mes "Jack saws the logs into pieces, then shaves them until they are smooth to the touch.";
+ mes "Applying some strong-smelling liquid, he tans them in darker hues.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Grabbing one of two leftover pieces, he begins to carve it into a round shape, then repeats this with the second piece-- shield handles, from what you can tell.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Meanwhile, the sun has dried the other pieces. Jack places them next to each other, adds a frame, and nails everything together.";
+ mes "The resulting shield looks usable already, but Jack applies another liquid to it and leaves it to dry for a few moments.";
+ next;
+ mes "[Jack Lumber]";
+ mes "Finally, he hands the shield to you.";
+ mes "\"Enjoy your new shield!\"";
+ mes "[" + @QUEST_SHIELD_EXP + " experience points]";
+ next;
+ goto L_End;
L_Not_enough_logs:
- mes "[Jack Lumber]";
- mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough wood for me to craft this shield; I need a total of " + @RAWLOGS_AMOUNT + " raw logs.\"";
+ close;
L_Not_enough_money:
- mes "[Jack Lumber]";
- mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough gold, I'm afraid. I need " + @SHIELD_COST + " GP to finish your shield.\"";
+ close;
L_TooMany:
- mes "[Jack Lumber]";
- mes "\"You don't have enough room for the shield. Come back when you do.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"You don't have enough room for the shield. Come back when you do.\"";
+ close;
L_Shield_state_3:
- mes "[Jack Lumber]";
- mes "\"I hope that my shield will serve you well!\"";
- next;
-
- if (Inspector == 1)
- menu
- "Me too.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- close;
+ mes "[Jack Lumber]";
+ mes "\"I hope that my shield will serve you well!\"";
+ next;
+ if (Inspector == 1)
+ menu
+ "Me too.", -,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+ close;
S_NohMask_Ask:
- next;
- menu
- "I'll keep that in mind.", -,
- "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
- return;
+ next;
+ menu
+ "I'll keep that in mind.", -,
+ "Have you seen anything that might be connected to the recent robberies in town?", L_NohMask_Answer;
+ return;
L_NohMask_Answer:
- mes "[Jack Lumber]";
- mes "\"Sorry, no.\"";
- close;
+ mes "[Jack Lumber]";
+ mes "\"Sorry, no.\"";
+ close;
S_Update_Mask:
- set QUEST_Forestbow_state,
- (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK))
- | (@Q_Forestbow << @Q_Forestbow_SHIFT)
- | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
- return;
+ set QUEST_Forestbow_state, (QUEST_Forestbow_state & ~(@Q_Forestbow_MASK | @Q_Woodenshield_MASK)) | (@Q_Forestbow << @Q_Forestbow_SHIFT) | (@Q_Woodenshield << @Q_Woodenshield_SHIFT);
+ return;
}
diff --git a/world/map/npc/009-1/milly.txt b/world/map/npc/009-1/milly.txt
index 2935d314..1f75eed2 100644
--- a/world/map/npc/009-1/milly.txt
+++ b/world/map/npc/009-1/milly.txt
@@ -1,25 +1,24 @@
-009-1.gat,81,41,0 script Milly 114, {
- mes "[Milly]";
- mes "\"Hello.\"";
- next;
- if (Inspector == 1) goto L_NohMask;
- close;
+009-1.gat,81,41,0|script|Milly|114,{
+ mes "[Milly]";
+ mes "\"Hello.\"";
+ next;
+ if (Inspector == 1) goto L_NohMask;
+ close;
L_NohMask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Strange,
- "Do you know anything about the recent robberies?", L_NohMask_Robbery,
- "Hello", -;
- close;
+ menu
+ "Have you seen anything strange lately?", L_NohMask_Strange,
+ "Do you know anything about the recent robberies?", L_NohMask_Robbery,
+ "Hello", -;
+ close;
L_NohMask_Strange:
- mes "[Milly]";
- mes "\"I haven't seen anything strange.\"";
- close;
+ mes "[Milly]";
+ mes "\"I haven't seen anything strange.\"";
+ close;
L_NohMask_Robbery:
- mes "[Milly]";
- mes "\"No, sorry.\"";
- close;
+ mes "[Milly]";
+ mes "\"No, sorry.\"";
+ close;
}
-
diff --git a/world/map/npc/009-1/old_man.txt b/world/map/npc/009-1/old_man.txt
index 84079138..97679b35 100644
--- a/world/map/npc/009-1/old_man.txt
+++ b/world/map/npc/009-1/old_man.txt
@@ -1,34 +1,34 @@
// Old man
-009-1.gat,85,51,0 script Old Man 159,{
- mes "[Old Man]";
- mes "\"Don't let those monsters get to you.\"";
- next;
- if (Inspector == 1) goto L_NohMask_Ask;
- if (Inspector == 6) goto L_NohMask_Accuse;
- close;
+009-1.gat,85,51,0|script|Old Man|159,{
+ mes "[Old Man]";
+ mes "\"Don't let those monsters get to you.\"";
+ next;
+ if (Inspector == 1) goto L_NohMask_Ask;
+ if (Inspector == 6) goto L_NohMask_Accuse;
+ close;
L_NohMask_Ask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Ask_Nothing,
- "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing,
- "I won't, thank you.", -;
- close;
+ menu
+ "Have you seen anything strange lately?", L_NohMask_Ask_Nothing,
+ "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing,
+ "I won't, thank you.", -;
+ close;
L_NohMask_Ask_Nothing:
- mes "[Old Man]";
- mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\"";
- close;
+ mes "[Old Man]";
+ mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\"";
+ close;
L_NohMask_Accuse:
- menu
- "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond,
- "I won't, thank you.", -;
- close;
+ menu
+ "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond,
+ "I won't, thank you.", -;
+ close;
L_NohMask_Accuse_Respond:
- mes "[Old Man]";
- mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\"";
- set Inspector, 7;
- close;
+ mes "[Old Man]";
+ mes "\"Yes, I hung around the theater a lot. I was an actor when I was younger. But I wasn't there that night. Me and the wife were at home all night.\"";
+ set Inspector, 7;
+ close;
}
diff --git a/world/map/npc/009-1/old_woman.txt b/world/map/npc/009-1/old_woman.txt
index c48b3557..abca82c4 100644
--- a/world/map/npc/009-1/old_woman.txt
+++ b/world/map/npc/009-1/old_woman.txt
@@ -1,68 +1,67 @@
// Old woman
-009-1.gat,29,43,0 script Old Woman 154,{
- if (BaseLevel < 40) goto L_Lower;
+009-1.gat,29,43,0|script|Old Woman|154,{
+ if (BaseLevel < 40) goto L_Lower;
- mes "[Old Woman]";
- mes "\"Hello deary.\"";
- next;
+ mes "[Old Woman]";
+ mes "\"Hello deary.\"";
+ next;
L_Continue:
- if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask;
- close;
+ if ((Inspector >= 1 && Inspector <= 7) || Inspector == 9) goto L_NohMask;
+ close;
L_Lower:
- mes "[Old Woman]";
- mes "\"Watch out for these flowers. They don't like to be messed with.\"";
- next;
- goto L_Continue;
+ mes "[Old Woman]";
+ mes "\"Watch out for these flowers. They don't like to be messed with.\"";
+ next;
+ goto L_Continue;
L_NohMask:
- if (Inspector == 7) goto L_NohMask_Alibi;
- callfunc "ProcessEquip";
- if (@torsoC == cDarkBlue && @legsC == cDarkBlue) goto L_NohMask_Fake;
- if (Inspector >= 3 && Inspector <= 6) close;
-
- menu
- "Have you seen anything strange lately?", L_NohMask_FirstAsk,
- "Do you know anything about the recent robberies?", L_NohMask_FirstAsk,
- "Hello", -;
- close;
+ if (Inspector == 7) goto L_NohMask_Alibi;
+ callfunc "ProcessEquip";
+ if (@torsoC == cDarkBlue && @legsC == cDarkBlue)
+ goto L_NohMask_Fake;
+ if (Inspector >= 3 && Inspector <= 6) close;
+ menu
+ "Have you seen anything strange lately?", L_NohMask_FirstAsk,
+ "Do you know anything about the recent robberies?", L_NohMask_FirstAsk,
+ "Hello", -;
+ close;
L_NohMask_FirstAsk:
- mes "[Old Woman]";
- mes "\"Yes, but I'm only talking to the inspector himself!\"";
- if (Inspector == 1) set Inspector, 2;
- close;
+ mes "[Old Woman]";
+ mes "\"Yes, but I'm only talking to the inspector himself!\"";
+ if (Inspector == 1) set Inspector, 2;
+ close;
L_NohMask_Alibi:
- menu
- "Was your husband with you at home all night the last night that the troupe was in town?", -;
-
- mes "[Old Woman]";
- mes "\"Yes, we were both at home all night.\"";
- set Inspector, 8;
- close;
+ menu
+ "Was your husband with you at home all night the last night that the troupe was in town?", -;
+ mes "[Old Woman]";
+ mes "\"Yes, we were both at home all night.\"";
+ set Inspector, 8;
+ close;
L_NohMask_Fake:
- if (Inspector == 9) goto L_NohMask_Fake_Satchel;
- if (Inspector >= 3 && Inspector <= 6) goto L_NohMask_Filler;
+ if (Inspector == 9) goto L_NohMask_Fake_Satchel;
+ if (Inspector >= 3 && Inspector <= 6) goto L_NohMask_Filler;
- mes "[Old Woman]";
- mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\"";
- set Inspector, 3;
- close;
+ mes "[Old Woman]";
+ mes "\"I saw someone sneaking around town wearing a theater mask. It looked like one of the masks used by the troupe that was in town recently.\"";
+ set Inspector, 3;
+ close;
L_NohMask_Filler:
- mes "[Old Woman]";
- mes "\"I hope you catch that naughty person!\"";
- close;
+ mes "[Old Woman]";
+ mes "\"I hope you catch that naughty person!\"";
+ close;
L_NohMask_Fake_Satchel:
- mes "[Old Woman]";
- mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\"";
- set Inspector, 10;
- close;
+ mes "[Old Woman]";
+ mes "\"I've remembered something else. The night the troupe left, I saw someone with a theater mask take a large satchel out of town. He was heading north.\"";
+ set Inspector, 10;
+ close;
OnPCDieEvent:
if (countitem(E10_TOKEN_ID) < 1) end;
@@ -74,5 +73,4 @@ OnPCDieEvent:
message strcharinfo(0), "But you do not move... the force is too distant, too weak, a shadow of the power that it might have once been.";
set Easter_2010_QuestState, (Easter_2010_QuestState & ~(E10_STATE_ROSE_MASK << E10_STATE_ROSE_SHIFT)) | (E10_STATE_ROSE_ROSE_USED << E10_STATE_ROSE_SHIFT);
end;
-
}
diff --git a/world/map/npc/009-1/sabine.txt b/world/map/npc/009-1/sabine.txt
index b8a45859..9fa5e20f 100644
--- a/world/map/npc/009-1/sabine.txt
+++ b/world/map/npc/009-1/sabine.txt
@@ -1,26 +1,26 @@
// Girl sitting on bench
-009-1.gat,88,27,0 script Sabine 106,{
- mes "[Sabine]";
- mes "\"Isn't this place pretty? I love hanging out here!\"";
- next;
- if (Inspector == 1) goto L_NohMask;
- close;
+009-1.gat,88,27,0|script|Sabine|106,{
+ mes "[Sabine]";
+ mes "\"Isn't this place pretty? I love hanging out here!\"";
+ next;
+ if (Inspector == 1) goto L_NohMask;
+ close;
L_NohMask:
- menu
- "Have you seen anything strange lately?", L_NohMask_Strange,
- "Do you know anything about the recent robberies?", L_NohMask_Robbery,
- "Yes, it is.", -;
- close;
+ menu
+ "Have you seen anything strange lately?", L_NohMask_Strange,
+ "Do you know anything about the recent robberies?", L_NohMask_Robbery,
+ "Yes, it is.", -;
+ close;
L_NohMask_Strange:
- mes "[Sabine]";
- mes "\"I haven't seen anything strange.\"";
- close;
+ mes "[Sabine]";
+ mes "\"I haven't seen anything strange.\"";
+ close;
L_NohMask_Robbery:
- mes "[Sabine]";
- mes "\"No, sorry.\"";
- close;
+ mes "[Sabine]";
+ mes "\"No, sorry.\"";
+ close;
}
diff --git a/world/map/npc/009-1/soul-menhir.txt b/world/map/npc/009-1/soul-menhir.txt
index 5daadd23..b2c57522 100644
--- a/world/map/npc/009-1/soul-menhir.txt
+++ b/world/map/npc/009-1/soul-menhir.txt
@@ -1,12 +1,12 @@
//
-009-1.gat,53,40,0 script Soul Menhir 144, {
- callfunc "ClearVariables";
- set @map$, "009-1.gat";
- setarray @Xs, 52, 53, 54, 52, 54, 52, 54;
- setarray @Ys, 39, 39, 39, 40, 40, 41, 41;
- set @x, 0;
- set @y, 0;
- callfunc "SoulMenhir";
- close;
+009-1.gat,53,40,0|script|Soul Menhir|144,{
+ callfunc "ClearVariables";
+ set @map$, "009-1.gat";
+ setarray @Xs, 52, 53, 54, 52, 54, 52, 54;
+ setarray @Ys, 39, 39, 39, 40, 40, 41, 41;
+ set @x, 0;
+ set @y, 0;
+ callfunc "SoulMenhir";
+ close;
}
diff --git a/world/map/npc/009-1/water_pump.txt b/world/map/npc/009-1/water_pump.txt
index 42c36d64..3ce09159 100644
--- a/world/map/npc/009-1/water_pump.txt
+++ b/world/map/npc/009-1/water_pump.txt
@@ -1,5 +1,5 @@
-// Water pump. YOu can fill empty b ottles here
+// Water pump. You can fill empty bottles here
-009-1.gat,76,33,0 script Water Pump 203,{
- callfunc "WaterBottle";
+009-1.gat,76,33,0|script|Water Pump|203,{
+ callfunc "WaterBottle";
}