diff options
author | The Kandiman <kandiman@kandiman.(none)> | 2011-09-05 00:59:06 -0400 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-09-06 11:15:32 +0200 |
commit | a023cf16f0ec841620c975862cb5a96de99c577f (patch) | |
tree | 130b6e00993dbe275444743102031a2117c2f423 /world/map/npc/009-1 | |
parent | 7ee49eb4acf3a6c047e18f36695c407740cfc523 (diff) | |
download | serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.tar.gz serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.tar.bz2 serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.tar.xz serverdata-a023cf16f0ec841620c975862cb5a96de99c577f.zip |
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.txt | 398 | ||||
-rw-r--r-- | world/map/npc/009-1/milly.txt | 35 | ||||
-rw-r--r-- | world/map/npc/009-1/old_man.txt | 46 | ||||
-rw-r--r-- | world/map/npc/009-1/old_woman.txt | 90 | ||||
-rw-r--r-- | world/map/npc/009-1/sabine.txt | 34 | ||||
-rw-r--r-- | world/map/npc/009-1/soul-menhir.txt | 18 | ||||
-rw-r--r-- | world/map/npc/009-1/water_pump.txt | 6 |
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"; } |