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author | Frost <networktoy@cox.net> | 2011-09-15 10:44:23 -0700 |
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committer | Jessica Tölke <jtoelke@mail.upb.de> | 2011-09-15 22:02:28 +0200 |
commit | 55fd1a9a3f04c94d3d1455559db29acde5f7f5e4 (patch) | |
tree | 2d9257df18fc2b52d99a3fe1b7db6e1acd583adc /world/map | |
parent | 9f132a0a2b8f5d7afa11b281673c1f26ed0da95d (diff) | |
download | serverdata-55fd1a9a3f04c94d3d1455559db29acde5f7f5e4.tar.gz serverdata-55fd1a9a3f04c94d3d1455559db29acde5f7f5e4.tar.bz2 serverdata-55fd1a9a3f04c94d3d1455559db29acde5f7f5e4.tar.xz serverdata-55fd1a9a3f04c94d3d1455559db29acde5f7f5e4.zip |
Removed tabs from 020-2 NPCs
Diffstat (limited to 'world/map')
-rw-r--r-- | world/map/npc/020-2/baktar.txt | 550 | ||||
-rw-r--r-- | world/map/npc/020-2/furquest.txt | 526 | ||||
-rw-r--r-- | world/map/npc/020-2/shops.txt | 44 |
3 files changed, 560 insertions, 560 deletions
diff --git a/world/map/npc/020-2/baktar.txt b/world/map/npc/020-2/baktar.txt index 1bcbf152..9c441417 100644 --- a/world/map/npc/020-2/baktar.txt +++ b/world/map/npc/020-2/baktar.txt @@ -31,234 +31,234 @@ //# bit 0 knows the name/location of the opponent //# bit 1 killed the ugly opponent //#========================= -020-2.gat,70,61,0 script Baktar 191,{ - set @npcname$, "[Baktar]"; +020-2.gat,70,61,0|script|Baktar|191,{ + set @npcname$, "[Baktar]"; - set @Q_MASK, BYTE_0_MASK; - set @Q_SHIFT, BYTE_0_SHIFT; - set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; + set @Q_MASK, BYTE_0_MASK; + set @Q_SHIFT, BYTE_0_SHIFT; + set @Q_status, ((QUEST_Nivalis_state) & @Q_MASK) >> @Q_SHIFT; - set @Q_MASK2, NIBBLE_2_MASK; - set @Q_SHIFT2, NIBBLE_2_SHIFT; - set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2; + set @Q_MASK2, NIBBLE_2_MASK; + set @Q_SHIFT2, NIBBLE_2_SHIFT; + set @Q_status2, ((QUEST_Nivalis_state) & @Q_MASK2) >> @Q_SHIFT2; - set @Q_MASK2_BITS, NIBBLE_3_MASK; - set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT; - set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; + set @Q_MASK2_BITS, NIBBLE_3_MASK; + set @Q_SHIFT2_BITS, NIBBLE_3_SHIFT; + set @Q_status2_bits, ((QUEST_Nivalis_state) & @Q_MASK2_BITS) >> @Q_SHIFT2_BITS; - // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. - // this is not ready yet, so do not enable that stage - // if(@Q_status == @Q_MASK) goto L_2_init; + // if all bits are set, you brought him everything! Now we continue in Phase 2 of this npc. + // this is not ready yet, so do not enable that stage + // if(@Q_status == @Q_MASK) goto L_2_init; - set @BIT_KNOWHIM, 0; + set @BIT_KNOWHIM, 0; - set @BIT_DESERTHAT,1; - set @MONEY_DESERTHAT, 1500; - set @XP_DESERTHAT, 500; + set @BIT_DESERTHAT,1; + set @MONEY_DESERTHAT, 1500; + set @XP_DESERTHAT, 500; - set @BIT_DESERTSHIRT,2; - set @MONEY_DESERTSHIRT, 1500; - set @XP_DESERTSHIRT, 600; + set @BIT_DESERTSHIRT,2; + set @MONEY_DESERTSHIRT, 1500; + set @XP_DESERTSHIRT, 600; - set @BIT_SERFHAT,3; - set @MONEY_SERFHAT, 800; - set @XP_SERFHAT, 350; + set @BIT_SERFHAT,3; + set @MONEY_SERFHAT, 800; + set @XP_SERFHAT, 350; - set @BIT_MS_TONGUE,4; - set @MONEY_MS_TONGUE, 800; - set @XP_MS_TONGUE, 350; + set @BIT_MS_TONGUE,4; + set @MONEY_MS_TONGUE, 800; + set @XP_MS_TONGUE, 350; - set @BIT_MS_EGG,5; - set @MONEY_MS_EGG, 800; - set @XP_MS_EGG, 350; + set @BIT_MS_EGG,5; + set @MONEY_MS_EGG, 800; + set @XP_MS_EGG, 350; - set @BIT_SNAKESKIN,6; - set @MONEY_SNAKESKIN, 800; - set @XP_SNAKESKIN, 350; + set @BIT_SNAKESKIN,6; + set @MONEY_SNAKESKIN, 800; + set @XP_SNAKESKIN, 350; - set @BIT_BUGLEG,7; - set @MONEY_BUGLEG, 20; - set @XP_BUGLEG, 130; + set @BIT_BUGLEG,7; + set @MONEY_BUGLEG, 20; + set @XP_BUGLEG, 130; - if(sex) - set @type$, "man"; - if(!sex) - set @type$, "woman"; + if(sex) + set @type$, "man"; + if(!sex) + set @type$, "woman"; - if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; - mes @npcname$; - mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; - menu - "Yes, I'm from Tulimshar", L_exotic, - "Well, I just like sunbathing", -, - "Good bye", -; - close; + if(@Q_status & (1<<@BIT_KNOWHIM)) goto L_KnowAlready; + mes @npcname$; + mes "\"Hello, " + @type$ + ", did you come from Tulimshar? Because you have a nice tan. \""; + menu + "Yes, I'm from Tulimshar", L_exotic, + "Well, I just like sunbathing", -, + "Good bye", -; + close; L_KnowAlready: - mes @npcname$; - mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; - goto L_startitem; + mes @npcname$; + mes "\"I love Tulimshar's stuff. I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item from the area, I'll give you a nice reward. So, you have a new item?\""; + goto L_startitem; close; L_exotic: - mes @npcname$; - mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; - menu "I have some items on me maybe you'll like them ", L_startitem, - "Don't touch my stuff!", -, - "I'll get them. Bye.", -; - close; + mes @npcname$; + mes "\"I said that because I love Tulimshar's stuff...I'm collecting souvenirs from Tulimshar to help remind me of all the great times I had there. If you give me an interesting item maybe I can give you a nice reward. But I don't need a lot, I just need one of each item.\""; + menu "I have some items on me maybe you'll like them ", L_startitem, + "Don't touch my stuff!", -, + "I'll get them. Bye.", -; + close; L_startitem: - setarray @exotic_item$, "", "", "", "", "", "", ""; - set @c, 0; - set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); - callsub S_Update_Var; - if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; - set @exotic_item$[@c], "a Desert Hat ?"; - set @menuid[@c], 0; - set @c, @c + 1; + setarray @exotic_item$, "", "", "", "", "", "", ""; + set @c, 0; + set @Q_status, @Q_status | (1<<@BIT_KNOWHIM); + callsub S_Update_Var; + if (countitem("DesertHat") < 1 || @Q_status & (1<<@BIT_DESERTHAT) ) goto L_DesertShirt; + set @exotic_item$[@c], "a Desert Hat ?"; + set @menuid[@c], 0; + set @c, @c + 1; L_DesertShirt: - if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; - set @exotic_item$[@c], "a Desert Shirt ?"; - set @menuid[@c], 1; - set @c, @c + 1; + if (countitem("DesertShirt") < 1 || @Q_status & (1<<@BIT_DESERTSHIRT) ) goto L_SerfHat; + set @exotic_item$[@c], "a Desert Shirt ?"; + set @menuid[@c], 1; + set @c, @c + 1; L_SerfHat: - if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; - set @exotic_item$[@c], "a Serf Hat ?"; - set @menuid[@c], 2; - set @c, @c + 1; + if (countitem("SerfHat") < 1 || @Q_status & (1<<@BIT_SERFHAT) ) goto L_tongue; + set @exotic_item$[@c], "a Serf Hat ?"; + set @menuid[@c], 2; + set @c, @c + 1; L_tongue: - if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; - set @exotic_item$[@c], "a Mountain Snake Tongue ?"; - set @menuid[@c], 3; - set @c, @c + 1; + if (countitem("MountainSnakeTongue") < 1 || @Q_status & (1<<@BIT_MS_TONGUE)) goto L_egg; + set @exotic_item$[@c], "a Mountain Snake Tongue ?"; + set @menuid[@c], 3; + set @c, @c + 1; L_egg: - if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; - set @exotic_item$[@c], "a Mountain Snake Egg?"; - set @menuid[@c], 4; - set @c, @c + 1; + if (countitem("MountainSnakeEgg") < 1 || @Q_status & (1<<@BIT_MS_EGG)) goto L_Skin; + set @exotic_item$[@c], "a Mountain Snake Egg?"; + set @menuid[@c], 4; + set @c, @c + 1; L_Skin: - if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; - set @exotic_item$[@c], "a Snake Skin?"; - set @menuid[@c], 5; - set @c, @c + 1; + if (countitem("SnakeSkin") < 1 || @Q_status & (1<<@BIT_SNAKESKIN)) goto L_bugleg; + set @exotic_item$[@c], "a Snake Skin?"; + set @menuid[@c], 5; + set @c, @c + 1; L_bugleg: - if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; - set @exotic_item$[@c], "a Bug Leg?"; - set @menuid[@c], 6; - set @c, @c + 1; + if (countitem("BugLeg") < 1 || @Q_status & (1<<@BIT_BUGLEG)) goto L_NeverMind; + set @exotic_item$[@c], "a Bug Leg?"; + set @menuid[@c], 6; + set @c, @c + 1; L_NeverMind: - set @exotic_item$[@c], "Nevermind"; - set @menuid[@c], 6; + set @exotic_item$[@c], "Nevermind"; + set @menuid[@c], 6; //menu for the item - menu - @exotic_item$[0], -, - @exotic_item$[1], -, - @exotic_item$[2], -, - @exotic_item$[3], -, - @exotic_item$[4], -, - @exotic_item$[5], -, - @exotic_item$[6], -; - - set @menu, @menu -1; - - if (@menuid[@menu] == 0) goto L_DesertHat_Item; - if (@menuid[@menu] == 1) goto L_DesertShirt_Item; - if (@menuid[@menu] == 2) goto L_SerfHat_Item; - if (@menuid[@menu] == 3) goto L_tongue_Item; - if (@menuid[@menu] == 4) goto L_egg_Item; - if (@menuid[@menu] == 5) goto L_skin_Item; - if (@menuid[@menu] == 6) goto L_BugLegItem; + menu + @exotic_item$[0], -, + @exotic_item$[1], -, + @exotic_item$[2], -, + @exotic_item$[3], -, + @exotic_item$[4], -, + @exotic_item$[5], -, + @exotic_item$[6], -; + + set @menu, @menu -1; + + if (@menuid[@menu] == 0) goto L_DesertHat_Item; + if (@menuid[@menu] == 1) goto L_DesertShirt_Item; + if (@menuid[@menu] == 2) goto L_SerfHat_Item; + if (@menuid[@menu] == 3) goto L_tongue_Item; + if (@menuid[@menu] == 4) goto L_egg_Item; + if (@menuid[@menu] == 5) goto L_skin_Item; + if (@menuid[@menu] == 6) goto L_BugLegItem; //if Never mind - mes @npcname$; - mes "\"Ok, goodbye then.\""; - close; + mes @npcname$; + mes "\"Ok, goodbye then.\""; + close; L_DesertHat_Item: - if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; - if (countitem("DesertHat") < 1) goto L_Noitem; - delitem "DesertHat", 1; - set zeny, zeny + @MONEY_DESERTHAT; - getexp @XP_DESERTHAT,0; - set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); - callsub S_Update_Var; - close; + if(@Q_status & (1<<@BIT_DESERTHAT)) goto L_havealready; + if (countitem("DesertHat") < 1) goto L_Noitem; + delitem "DesertHat", 1; + set zeny, zeny + @MONEY_DESERTHAT; + getexp @XP_DESERTHAT,0; + set @Q_status, @Q_status | (1<<@BIT_DESERTHAT); + callsub S_Update_Var; + close; L_DesertShirt_Item: - if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready; - if (countitem("DesertShirt") < 1) goto L_Noitem; - delitem "DesertShirt", 1; - set zeny, zeny + @MONEY_DESERTSHIRT; - getexp @XP_DESERTSHIRT,0; - set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); - callsub S_Update_Var; - close; + if(@Q_status & (1<<@BIT_DESERTSHIRT)) goto L_havealready; + if (countitem("DesertShirt") < 1) goto L_Noitem; + delitem "DesertShirt", 1; + set zeny, zeny + @MONEY_DESERTSHIRT; + getexp @XP_DESERTSHIRT,0; + set @Q_status, @Q_status | (1<<@BIT_DESERTSHIRT); + callsub S_Update_Var; + close; L_SerfHat_Item: - if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; - if (countitem("SerfHat") < 1) goto L_Noitem; - delitem "SerfHat", 1; - set zeny, zeny + @MONEY_SERFHAT; - getexp @XP_SERFHAT,0; - set @Q_status, @Q_status | (1<<@BIT_SERFHAT); - callsub S_Update_Var; - close; + if(@Q_status & (1<<@BIT_SERFHAT)) goto L_havealready; + if (countitem("SerfHat") < 1) goto L_Noitem; + delitem "SerfHat", 1; + set zeny, zeny + @MONEY_SERFHAT; + getexp @XP_SERFHAT,0; + set @Q_status, @Q_status | (1<<@BIT_SERFHAT); + callsub S_Update_Var; + close; L_tongue_Item: - if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; - if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; - delitem "MountainSnakeTongue", 1; - set zeny, zeny + @MONEY_MS_TONGUE; - getexp @XP_MS_TONGUE,0; - set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); - callsub S_Update_Var; + if(@Q_status & (1<<@BIT_MS_TONGUE)) goto L_havealready; + if (countitem("MountainSnakeTongue") < 1) goto L_Noitem; + delitem "MountainSnakeTongue", 1; + set zeny, zeny + @MONEY_MS_TONGUE; + getexp @XP_MS_TONGUE,0; + set @Q_status, @Q_status | (1<<@BIT_MS_TONGUE); + callsub S_Update_Var; close; L_egg_Item: - if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready; - if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; - delitem "MountainSnakeEgg", 1; - set zeny, zeny + @MONEY_MS_EGG; - getexp @XP_MS_EGG,0; - set @Q_status, @Q_status | (1<<@BIT_MS_EGG); - callsub S_Update_Var; + if(@Q_status & (1<<@BIT_MS_EGG)) goto L_havealready; + if (countitem("MountainSnakeEgg") < 1) goto L_Noitem; + delitem "MountainSnakeEgg", 1; + set zeny, zeny + @MONEY_MS_EGG; + getexp @XP_MS_EGG,0; + set @Q_status, @Q_status | (1<<@BIT_MS_EGG); + callsub S_Update_Var; close; L_skin_Item: - if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready; - if (countitem("SnakeSkin") < 1) goto L_Noitem; - delitem "SnakeSkin", 1; - set zeny, zeny + @MONEY_SNAKESKIN; - getexp @XP_SNAKESKIN,0; - set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); - callsub S_Update_Var; + if(@Q_status & (1<<@BIT_SNAKESKIN)) goto L_havealready; + if (countitem("SnakeSkin") < 1) goto L_Noitem; + delitem "SnakeSkin", 1; + set zeny, zeny + @MONEY_SNAKESKIN; + getexp @XP_SNAKESKIN,0; + set @Q_status, @Q_status | (1<<@BIT_SNAKESKIN); + callsub S_Update_Var; close; L_BugLegItem: - if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready; - if (countitem("BugLeg") < 1) goto L_Noitem; - delitem "BugLeg", 1; - set zeny, zeny + @MONEY_BUGLEG; - getexp @XP_BUGLEG,0; - set @Q_status, @Q_status | (1<<@BIT_BUGLEG); - callsub S_Update_Var; + if(@Q_status & (1<<@BIT_BUGLEG)) goto L_havealready; + if (countitem("BugLeg") < 1) goto L_Noitem; + delitem "BugLeg", 1; + set zeny, zeny + @MONEY_BUGLEG; + getexp @XP_BUGLEG,0; + set @Q_status, @Q_status | (1<<@BIT_BUGLEG); + callsub S_Update_Var; close; L_Noitem: - mes @npcname$; - mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; - close; + mes @npcname$; + mes "\"Well, if you happen to get items from Tulimshar, see me first before you sell anything.\""; +close; L_havealready: - mes @npcname$; - mes "\"I already collected what you can offer me.\""; - close; + mes @npcname$; + mes "\"I already collected what you can offer me.\""; +close; S_Update_Var: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK) - | (@Q_status << @Q_SHIFT)); - return; + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK) + | (@Q_status << @Q_SHIFT)); + return; @@ -271,118 +271,118 @@ L_2_init: //# NIBBLE3 a bitmasking nibble for stage 2 again //# bit 0 knows the name of the opponent //# bit 1 killed the ugly opponent - set @BIT_KNOWS_NAME, 0; - set @BIT_KILLED_HIM, 1; - - if (@Q_status2 == 1) goto L_2_talk1; - if (@Q_status2 == 2) goto L_2_talk2; - if (@Q_status2 == 3) goto L_2_talk3; - if (@Q_status2 == 4) goto L_2_talk4; - // fall through @Q_status2==0: - // need to thank for bringing all stuff. - mes @npcname$; - mes "\"Thanks a lot for bringing me all this nice stuff!\""; - next; - mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\""; - next; - mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\""; - next; - mes "\"So thank you for bringing me that stuff for my desert collection\""; - next; - mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\""; - next; - set @Q_status2, 1; - callsub S_Update_Var2; - close; + set @BIT_KNOWS_NAME, 0; + set @BIT_KILLED_HIM, 1; + + if (@Q_status2 == 1) goto L_2_talk1; + if (@Q_status2 == 2) goto L_2_talk2; + if (@Q_status2 == 3) goto L_2_talk3; + if (@Q_status2 == 4) goto L_2_talk4; + // fall through @Q_status2==0: + // need to thank for bringing all stuff. + mes @npcname$; + mes "\"Thanks a lot for bringing me all this nice stuff!\""; + next; + mes "\"That helps me a lot. You see over there is already another set I collected: There are some pieces of the Hurnscald town. That sign there has been stolen from the inn.\""; + next; + mes "\"But do not tell anyone, please! I really like collecting things. And that sign is one of the first things I organized.\""; + next; + mes "\"So thank you for bringing me that stuff for my desert collection\""; + next; + mes "\"Do you have an idea how to arrange that to make it cool looking for my admirers?\""; + next; + set @Q_status2, 1; + callsub S_Update_Var2; +close; L_2_talk1: - mes @npcname$; - mes "\"In my childhood I was called a packrat, because I collected old cans.\""; - next; - mes "\"But everybody does collect things right?\""; - next; - mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\""; - next; - mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\""; - next; - mes "He picks in his nose"; - next; - mes @npcname$; - mes "\"Ok erm, talk to you later.\""; - next; - mes "\"Ok.\""; - set @Q_status2, 2; - callsub S_Update_Var2; - close; + mes @npcname$; + mes "\"In my childhood I was called a packrat, because I collected old cans.\""; + next; + mes "\"But everybody does collect things right?\""; + next; + mes "\"So after I had collected way over 1000 cans, I started collecting snail-shells. Nice? Do you like that?\""; + next; + mes "\"Not many people like me. And I don't know why. It is nice to talk about such nice things. What did you collect in your childhood?\""; + next; + mes "He picks his nose"; + next; + mes @npcname$; + mes "\"Ok erm, talk to you later.\""; + next; + mes "\"Ok.\""; + set @Q_status2, 2; + callsub S_Update_Var2; +close; L_2_talk2: - mes @npcname$; - mes "\"Could you do me a favor? This ugly guy, who always attacked me....\""; - next; - mes "\"*sob*\""; - next; - mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier."; - next; - mes "\"Or another day he was the chieftain and I was the redskin.\""; - next; - mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\""; - next; - mes "\"I DO NOT LIKE THAT!\""; - next; - mes "\"I WANT TO BE THE LEADER!\""; - next; - mes "\"STOP HIM DOING NASTY THINGS\""; - next; - mes "\"I WANT YOU TO KILL THAT BASTARD!!\""; - set @Q_status2, 3; - callsub S_Update_Var2; - close; + mes @npcname$; + mes "\"Could you do me a favor? This ugly guy, who always attacked me....\""; + next; + mes "\"*sob*\""; + next; + mes "\"I was always bullied by him. You know in early childhood we were very nice friends. We played some roleplaying. He was the captain, and I was the soldier."; + next; + mes "\"Or another day he was the chieftain and I was the redskin.\""; + next; + mes "\"But to tell you the truth, HE was ALWAYS the one who directed me.\""; + next; + mes "\"I DO NOT LIKE THAT!\""; + next; + mes "\"I WANT TO BE THE LEADER!\""; + next; + mes "\"STOP HIM DOING NASTY THINGS\""; + next; + mes "\"I WANT YOU TO KILL THAT BASTARD!!\""; + set @Q_status2, 3; + callsub S_Update_Var2; +close; L_2_talk3: - menu "Ok, I am a professional in doing such things", L_2_professional, - "Hey do you really mean it? ", L_2_professional, - "You calmed down again?", -, - "Oh a packrat! By the way, is that trash over there yours?", L_2_name, - "Nevermind", -; - mes @npcname$; - mes "\"Get out of my way, prank!\""; - close; + menu "Ok, I am a professional in doing such things", L_2_professional, + "Hey do you really mean it? ", L_2_professional, + "You calmed down again?", -, + "Oh a packrat! By the way, is that trash over there yours?", L_2_name, + "Nevermind", -; + mes @npcname$; + mes "\"Get out of my way, prank!\""; +close; L_2_professional: - mes @npcname$; - mes "\"What are you talking about?\""; - goto L_2_talk3; + mes @npcname$; + mes "\"What are you talking about?\""; + goto L_2_talk3; L_2_name: - mes @npcname$; - mes "\"ONE DAY I WILL GET A HUGE REVENGE!\""; - next; - mes "\"AND I MEAN IT!\""; - next; - mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\""; - next; - mes "He takes out a piece of paper... mumbling"; - mes "\"Ok Scroticular first, and then ...\""; - set @Q_status2, 4; - set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME); - callsub S_Update_Var2; - - mes @npcname$; - mes "\"What is your name again?\""; - - menu "I am sorry for the joke... Please forgive me", -, - "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -; - mes @npcname$; - mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\""; - close; + mes @npcname$; + mes "\"ONE DAY I WILL GET A HUGE REVENGE!\""; + next; + mes "\"AND I MEAN IT!\""; + next; + mes "\"You see I am a dangerous killer. Last week I killed five slimes and a pinkie!\""; + next; + mes "He takes out a piece of paper... mumbling"; + mes "\"Ok Scroticular first, and then ...\""; + set @Q_status2, 4; + set @Q_status2_bits, @Q_status2_bits | (1<<@BIT_KNOWS_NAME); + callsub S_Update_Var2; + + mes @npcname$; + mes "\"What is your name again?\""; + + menu "I am sorry for the joke... Please forgive me", -, + "They call me Mistakes. I am a professional killer as well. You heard about that business in the terranite cave?", -; + mes @npcname$; + mes "\"Alright, I see. Ok maybe I really need to calm down. Please leave me alone... I will try to calm down, ok?\""; +close; S_Update_Var2: - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK2) - | (@Q_status2 << @Q_SHIFT2)); - set QUEST_Nivalis_state, - (QUEST_Nivalis_state & ~(@Q_MASK2_BITS) - | (@Q_status2_bits << @Q_SHIFT2_BITS)); - return; + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK2) + | (@Q_status2 << @Q_SHIFT2)); + set QUEST_Nivalis_state, + (QUEST_Nivalis_state & ~(@Q_MASK2_BITS) + | (@Q_status2_bits << @Q_SHIFT2_BITS)); +return; } diff --git a/world/map/npc/020-2/furquest.txt b/world/map/npc/020-2/furquest.txt index 98d46660..ef5403e6 100644 --- a/world/map/npc/020-2/furquest.txt +++ b/world/map/npc/020-2/furquest.txt @@ -3,336 +3,336 @@ //################################################################################# // Tulimshar Crafting Workshop - Agostine, The Legendary Tailor -020-2.gat,27,26,0 script Agostine 137,{ - if (QUEST_WG_state == 1) goto L_State_0_3; - if (QUEST_WG_state == 2) goto L_State_1; - if (QUEST_WG_state == 3) goto L_State_2; - if (QUEST_WG_state == 4) goto L_State_4; - if (QUEST_WG_state == 5) goto L_State_4_success; - if (QUEST_WG_state == 6) goto L_State_6; - if (QUEST_WG_state == 7) goto L_State_11; - if (QUEST_WG_state == 8) goto L_State_12; - if (QUEST_WG_state >= 9) goto L_State_13; - - mes "\"This goes up, this goes left...\""; - next; - mes "\"Mmmm...?\""; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!"; - mes "Some people say that I am the best tailor in the world,"; - mes "but I think I am the best one in the universe!"; - mes "So, What can I do for you, my friend?\""; - next; - menu - "I want something new for my wardrobe!", L_State_0_1, - "Oh, nothing, thanks!", -; - close; +020-2.gat,27,26,0|script|Agostine|137,{ + if (QUEST_WG_state == 1) goto L_State_0_3; + if (QUEST_WG_state == 2) goto L_State_1; + if (QUEST_WG_state == 3) goto L_State_2; + if (QUEST_WG_state == 4) goto L_State_4; + if (QUEST_WG_state == 5) goto L_State_4_success; + if (QUEST_WG_state == 6) goto L_State_6; + if (QUEST_WG_state == 7) goto L_State_11; + if (QUEST_WG_state == 8) goto L_State_12; + if (QUEST_WG_state >= 9) goto L_State_13; + + mes "\"This goes up, this goes left...\""; + next; + mes "\"Mmmm...?\""; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh, a customer! Let me introduce myself! My name is Agostine!"; + mes "Some people say that I am the best tailor in the world,"; + mes "but I think I am the best one in the universe!"; + mes "So, What can I do for you, my friend?\""; + next; + menu + "I want something new for my wardrobe!", L_State_0_1, + "Oh, nothing, thanks!", -; + close; // Quest #0 - Beginning - Needed: Iron Potion L_State_0_1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well.. you know... working so hard makes me so tired!"; - mes "Can you bring me something tasty to drink, my friend?\""; - next; - menu - "Sure, what kind of drink you like?", L_State_0_2, - "I'm not your waiter!", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Well.. you know... working so hard makes me so tired!"; + mes "Can you bring me something tasty to drink, my friend?\""; + next; + menu + "Sure, what kind of drink you like?", L_State_0_2, + "I'm not your waiter!", -; + close; L_State_0_2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Here we do not have a bar. Let me taste different beverages."; - mes "I want something new to drink.\""; - next; - menu - "I'll bring you different drinks to try!", L_State_Accept, - "Maybe a bar will open soon, wait for it.", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Here we do not have a bar. Let me taste different beverages."; + mes "I want something new to drink.\""; + next; + menu + "I'll bring you different drinks to try!", L_State_Accept, + "Maybe a bar will open soon, wait for it.", -; + close; L_State_Accept: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Thanks so much.\""; - set QUEST_WG_state, 1; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Thanks so much.\""; + set QUEST_WG_state, 1; + close; L_State_0_3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well, what have you brought me?\""; - next; - menu - "A Cactus Drink.", L_State_0_4, - "A Cactus Potion.", L_State_0_5, - "Some milk.", L_State_0_6, - "A pint of beer.", L_State_0_7, - "An Iron potion.", L_State_0_9, - "A Concentration Potion.", L_State_0_8, - "Nothing, at the moment.", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Well, what have you brought me?\""; + next; + menu + "A Cactus Drink.", L_State_0_4, + "A Cactus Potion.", L_State_0_5, + "Some milk.", L_State_0_6, + "A pint of beer.", L_State_0_7, + "An Iron potion.", L_State_0_9, + "A Concentration Potion.", L_State_0_8, + "Nothing, at the moment.", -; + close; L_State_0_4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Cactus Drink?\""; - if (countitem("CactusDrink") < 1) goto L_State_neg; - delitem "CactusDrink", 1; - goto L_State_bad; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a Cactus Drink?\""; + if (countitem("CactusDrink") < 1) goto L_State_neg; + delitem "CactusDrink", 1; + goto L_State_bad; + close; L_State_0_5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Cactus Potion?\""; - if (countitem("CactusPotion") < 1) goto L_State_neg; - delitem "CactusPotion", 1; - goto L_State_bad; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a Cactus Potion?\""; + if (countitem("CactusPotion") < 1) goto L_State_neg; + delitem "CactusPotion", 1; + goto L_State_bad; + close; L_State_0_6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, some milk for me?\""; - if (countitem("Milk") < 1) goto L_State_neg; - delitem "Milk", 1; - goto L_State_bad; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, some milk for me?\""; + if (countitem("Milk") < 1) goto L_State_neg; + delitem "Milk", 1; + goto L_State_bad; + close; L_State_0_7: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a beer?\""; - if (countitem("Beer") < 1) goto L_State_neg; - delitem "Beer", 1; - goto L_State_bad; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a beer?\""; + if (countitem("Beer") < 1) goto L_State_neg; + delitem "Beer", 1; + goto L_State_bad; + close; L_State_0_8: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, a Concentration Potion?\""; - if (countitem("ConcentrationPotion") < 1) goto L_State_neg; - delitem "ConcentrationPotion", 1; - goto L_State_bad; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, a Concentration Potion?\""; + if (countitem("ConcentrationPotion") < 1) goto L_State_neg; + delitem "ConcentrationPotion", 1; + goto L_State_bad; + close; L_State_0_9: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, an Iron Potion?\""; - if (countitem("IronPotion") < 1) goto L_State_neg; - delitem "IronPotion", 1; - next; - mes "Agostine looks pleased as he drinks the potion."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh! This is damn good! I feel a new man, my friend!\""; - next; - set zeny, zeny + 500; - mes "[Agostine, The Legendary Tailor]"; - mes "\"This is a little reward for your help. Take 500 GP, my friend!\""; - set QUEST_WG_state, 2; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, an Iron Potion?\""; + if (countitem("IronPotion") < 1) goto L_State_neg; + delitem "IronPotion", 1; + next; + mes "Agostine looks pleased as he drinks the potion."; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh! This is damn good! I feel a new man, my friend!\""; + next; + set zeny, zeny + 500; + mes "[Agostine, The Legendary Tailor]"; + mes "\"This is a little reward for your help. Take 500 GP, my friend!\""; + set QUEST_WG_state, 2; + close; L_State_neg: - next; - mes "\"Seems that you lied. You don't have the drink you told me.\""; - close; + next; + mes "\"Seems that you lied. You don't have the drink you told me.\""; + close; L_State_bad: - next; - mes "\"Well, I don't like it so much. Bring me something else.\""; - close; + next; + mes "\"Well, I don't like it so much. Bring me something else.\""; + close; // First Quest: edited version of Forest Bow Quest - Needed: about 30 White Furs and 15.000 GP L_State_1: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Mmmm... Let me see... This year light colours are fashionable!"; - mes "Would you like a pair of snow-white Winter Gloves?\""; - next; - menu - "No, thanks. I love dark clothes...", -, - "You really can do this for me?", L_State_2; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Mmmm... Let me see... This year light colours are fashionable!"; + mes "Would you like a pair of snow-white Winter Gloves?\""; + next; + menu + "No, thanks. I love dark clothes...", -, + "You really can do this for me?", L_State_2; + close; L_State_2: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Well, Winter Gloves are so fashionable for their lovable fur!"; - mes "Only the best furs can be used for these gloves!"; - mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\""; - set QUEST_WG_state, 3; - next; - menu - "You are crazy! I won't kill any animal for this!", -, - "Sure, I will be back soon!", L_State_3; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Well, Winter Gloves are so fashionable for their lovable fur!"; + mes "Only the best furs can be used for these gloves!"; + mes "But, as you see, I am a tailor, not a hunter! So, why don't you bring me the best fluffy's fur you can find?\""; + set QUEST_WG_state, 3; + next; + menu + "You are crazy! I won't kill any animal for this!", -, + "Sure, I will be back soon!", L_State_3; + close; L_State_3: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Remember, I want the best of fur!\""; - set QUEST_WG_state, 4; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Remember, I want the best of fur!\""; + set QUEST_WG_state, 4; + close; L_State_4: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, my friend! Have you brought me some good furs?\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Here, take a look!", L_State_4_try, - "Yes, but I need it for something else.", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh, my friend! Have you brought me some good furs?\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Here, take a look!", L_State_4_try, + "Yes, but I need it for something else.", -; + close; L_State_4_try: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Let me see, my friend! It needs to be perfect for my gloves!\""; - mes "Agostine examines the patch of fur."; - next; - if (countitem("WhiteFur") < 1) goto L_No_Fur; - delitem "WhiteFur", 1; - set @Temp1,rand(30); - if (@Temp1 == 0) goto L_State_4_success; - mes "Agostine throws away the white fur."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Here I have another one!", L_State_4_try, - "Sorry, I will be careful...", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Let me see, my friend! It needs to be perfect for my gloves!\""; + mes "Agostine examines the patch of fur."; + next; + if (countitem("WhiteFur") < 1) goto L_No_Fur; + delitem "WhiteFur", 1; + set @Temp1,rand(30); + if (@Temp1 == 0) goto L_State_4_success; + mes "Agostine throws away the white fur."; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"It was awfully cut! You should pay more attention when you kill fluffies!\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Here I have another one!", L_State_4_try, + "Sorry, I will be careful...", -; + close; L_State_4_success: - mes "Agostine breaks into a smile"; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\""; - next; - set QUEST_WG_state, 5; - goto L_State_5; + mes "Agostine breaks into a smile"; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"It's perfect! Perfect! Good job, my friend! I will prepare your gloves right now!\""; + next; + set QUEST_WG_state, 5; + goto L_State_5; L_State_5: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\""; - next; - menu - "You are not a tailor, you are a thief!!", -, - "I think it's a reasonable price...", L_State_5_pay; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Ehm, my friend, my work is not free. I need 15,000 GP for the work.\""; + next; + menu + "You are not a tailor, you are a thief!!", -, + "I think it's a reasonable price...", L_State_5_pay; + close; L_State_5_pay: - if (zeny < 15000) goto L_State_5_nocash; - getinventorylist; - if (@inventorylist_count == 100) goto L_TooMany; - set zeny, zeny - 15000; - getitem "WinterGloves", 1; - set QUEST_WG_state, 6; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Here they are. You will have the most fashionable hands in the world!\""; - close; + if (zeny < 15000) goto L_State_5_nocash; + getinventorylist; + if (@inventorylist_count == 100) goto L_TooMany; + set zeny, zeny - 15000; + getitem "WinterGloves", 1; + set QUEST_WG_state, 6; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Here they are. You will have the most fashionable hands in the world!\""; + close; L_State_5_nocash: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Seems like you are out of cash. Come back when you have the money.\""; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Seems like you are out of cash. Come back when you have the money.\""; + close; L_State_6: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!"; - mes "Well, I have a good news for you. In this issue of 'TMW Fashion'"; - mes "I saw a pretty accessory, a pair of Furry Boots, my friend."; - mes "I can make your own pair, if you want!\""; - next; - menu - "It's a great idea!", L_State_10, - "I'm glamourous enough, thanks", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Oh, I remember you! Your gloves are sooo fashionable, my friend!"; + mes "Well, I have a good news for you. In this issue of 'TMW Fashion'"; + mes "I saw a pretty accessory, a pair of Furry Boots, my friend."; + mes "I can make your own pair, if you want!\""; + next; + menu + "It's a great idea!", L_State_10, + "I'm glamourous enough, thanks", -; + close; // Start of Second Quest: Furry Boots - Needed: About 30 White Furs, 1 pair of Boots and 15.000 GP L_State_10: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Perfect! For satisfying your request I need another perfect White Fur"; - mes "and a pair of Boots, like those you can find in the mines."; - mes "They will make you lovely, my friend!\""; - set QUEST_WG_state, 7; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Perfect! For satisfying your request I need another perfect White Fur"; + mes "and a pair of Boots, like those you can find in the mines."; + mes "They will make you lovely, my friend!\""; + set QUEST_WG_state, 7; + close; L_State_11: - mes "[Agostine, The Legendary Tailor]"; - mes "\"So, my friend, have you brought me the right Fur?\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Sure, I'm a fluffy hunter!", L_State_11_try, - "Not yet, sorry.", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"So, my friend, have you brought me the right Fur?\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Sure, I'm a fluffy hunter!", L_State_11_try, + "Not yet, sorry.", -; + close; L_State_11_try: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I'd rather see the patch of fur, first.\""; - next; - mes "Agostine examines the patch of fur."; - next; - if (countitem("WhiteFur") < 1) goto L_No_Fur; - delitem "WhiteFur", 1; - set @Temp2,rand(30); - if (@Temp2 == 0) goto L_State_11_success; - mes "Agostine rips the white fur."; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"That fur was terrible. I won't work with it!\""; - if (countitem("WhiteFur") < 1) close; - next; - menu - "Well, maybe this is better!", L_State_11_try, - "I will hunt other fluffies...", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"I'd rather see the patch of fur, first.\""; + next; + mes "Agostine examines the patch of fur."; + next; + if (countitem("WhiteFur") < 1) goto L_No_Fur; + delitem "WhiteFur", 1; + set @Temp2,rand(30); + if (@Temp2 == 0) goto L_State_11_success; + mes "Agostine rips the white fur."; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"That fur was terrible. I won't work with it!\""; + if (countitem("WhiteFur") < 1) close; + next; + menu + "Well, maybe this is better!", L_State_11_try, + "I will hunt other fluffies...", -; + close; L_State_11_success: - mes "Agostine breaks into a smile"; - next; - mes "[Agostine, The Legendary Tailor]"; - mes "\"This one is good enough, my friend. Good job.\""; - set QUEST_WG_state, 8; - goto L_State_12; + mes "Agostine breaks into a smile"; + next; + mes "[Agostine, The Legendary Tailor]"; + mes "\"This one is good enough, my friend. Good job.\""; + set QUEST_WG_state, 8; + goto L_State_12; L_State_12: - mes "[Agostine, The Legendary Tailor]"; - mes "\"I need also a pair of Boots for the work."; - mes "And my payment, obviously. 15,000 GP is right.\""; - next; - menu - "Sure, here it all is.", L_State_12_pay, - "I missed something, I will be back soon!", -; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"I need also a pair of Boots for the work."; + mes "And my payment, obviously. 15,000 GP is right.\""; + next; + menu + "Sure, here it all is.", L_State_12_pay, + "I missed something, I will be back soon!", -; + close; L_State_12_pay: - if (zeny < 15000) goto L_State_12_missing; - if (countitem("Boots") < 1) goto L_State_12_missing; - // No inventory check needed, as boots are removed, opening a slot - set zeny, zeny - 15000; - delitem "Boots", 1; - getitem "FurBoots", 1; - set QUEST_WG_state, 9; - mes "[Agostine, The Legendary Tailor]"; - mes "\"Enjoy your new boots, my friend!\""; - close; + if (zeny < 15000) goto L_State_12_missing; + if (countitem("Boots") < 1) goto L_State_12_missing; + // No inventory check needed, as boots are removed, opening a slot + set zeny, zeny - 15000; + delitem "Boots", 1; + getitem "FurBoots", 1; + set QUEST_WG_state, 9; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Enjoy your new boots, my friend!\""; + close; L_State_12_missing: - mes "[Agostine, The Legendary Tailor]"; - mes "\"Seems you have forgotten something. Check your inventory"; - mes "and your pockets!\""; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"Seems you have forgotten something. Check your inventory"; + mes "and your pockets!\""; + close; L_State_13: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You are so glamourous, my dear friend!"; - mes "I have done a very good job on your clothes!\""; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"You are so glamourous, my dear friend!"; + mes "I have done a very good job on your clothes!\""; + close; L_TooMany: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You don't have anywhere to put them. Come back when you do.\""; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"You don't have anywhere to put them. Come back when you do.\""; + close; L_No_Fur: - mes "[Agostine, The Legendary Tailor]"; - mes "\"You don't have any white fur! Stop talking nonsense.\""; - close; + mes "[Agostine, The Legendary Tailor]"; + mes "\"You don't have any white fur! Stop talking nonsense.\""; + close; } diff --git a/world/map/npc/020-2/shops.txt b/world/map/npc/020-2/shops.txt index edeaa73c..11676156 100644 --- a/world/map/npc/020-2/shops.txt +++ b/world/map/npc/020-2/shops.txt @@ -1,32 +1,32 @@ // Snow town shops // About the Area NPC -020-2.gat,75,28,0 script Taylor 137,{ - mes "[" + @npcname$ + "]"; - mes "\"While it can be dangerous up here in Kaizei, I take comfort that Nivalis is not surrounded by the Yeti like Thermin is. What a weird town.\""; - next; - mes "\"Around Christmas time, this place gets crazy, but most of the time Nivalis serves as a hub for adventurers and tourists that come to Kaizei.\""; - next; - mes "\"There caves around here can prove to be dangerous, be careful around here and bring friends if you should go into them..otherwise, it might spell your end.\""; - next; - mes "\"Well, pleasant journeys and I hope I haven't been too much of a bother. Good chatting with you.\""; - close; +020-2.gat,75,28,0|script|Taylor|137,{ + mes "[" + @npcname$ + "]"; + mes "\"While it can be dangerous up here in Kaizei, I take comfort that Nivalis is not surrounded by the Yeti like Thermin is. What a weird town.\""; + next; + mes "\"Around Christmas time, this place gets crazy, but most of the time Nivalis serves as a hub for adventurers and tourists that come to Kaizei.\""; + next; + mes "\"There caves around here can prove to be dangerous, be careful around here and bring friends if you should go into them..otherwise, it might spell your end.\""; + next; + mes "\"Well, pleasant journeys and I hope I haven't been too much of a bother. Good chatting with you.\""; + close; } // Weapons shop -020-2.gat,25,65,0 shop Bracco 135,IronArrow :-1, Shortbow :-1, Dagger :-1, LeatherShield :-1 +020-2.gat,25,65,0|shop|Bracco|135,IronArrow :-1, Shortbow :-1, Dagger :-1, LeatherShield :-1 // Potions shop -020-2.gat,75,24,0 shop Mede 103,CactusDrink :-1,CactusPotion :-1,Iron Potion :-1,ConcentrationPotion :-1 +020-2.gat,75,24,0|shop|Mede|103,CactusDrink :-1,CactusPotion :-1,Iron Potion :-1,ConcentrationPotion :-1 // INN -020-2.gat,111,23,0 script Kane 120,{ - set @npcname$, "Kane the Inn Keeper"; - set @cost, 100; +020-2.gat,111,23,0|script|Kane|120,{ + set @npcname$, "Kane the Inn Keeper"; + set @cost, 100; - mes "[" + @npcname$ + "]"; - mes "\"Welcome stranger!\""; - mes "\"What? You've already seen an INN like mine?\""; - mes "\"That's impossible!\""; - next; - callfunc "Inn"; - close; + mes "[" + @npcname$ + "]"; + mes "\"Welcome stranger!\""; + mes "\"What? You've already seen an INN like mine?\""; + mes "\"That's impossible!\""; + next; + callfunc "Inn"; + close; } |