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authorwushin <pasekei@gmail.com>2015-02-14 11:26:25 -0600
committerwushin <pasekei@gmail.com>2015-02-19 22:19:27 -0600
commite80a9f91f84bc27df05e6a2466732d765aa075ac (patch)
tree131b830eef61d25e1d16b555608493ea399c6350 /world
parenta23957369f82dd7102623d3e373c7ecd2848556b (diff)
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Shorten Labels
Diffstat (limited to 'world')
-rw-r--r--world/map/npc/001-2/heathin.txt135
-rw-r--r--world/map/npc/002-1/elanore.txt98
-rw-r--r--world/map/npc/002-1/nickos.txt56
-rw-r--r--world/map/npc/002-2/bleacher.txt44
-rw-r--r--world/map/npc/002-2/hetchel.txt14
-rw-r--r--world/map/npc/002-3/mining_camp_barrier.txt4
-rw-r--r--world/map/npc/002-4/underground_palace_barrier.txt4
-rw-r--r--world/map/npc/007-1/witch.txt42
-rw-r--r--world/map/npc/008-1/mikhail.txt4
-rw-r--r--world/map/npc/009-1/old_man.txt18
-rw-r--r--world/map/npc/009-2/airlia.txt44
-rw-r--r--world/map/npc/009-2/inspector.txt68
-rw-r--r--world/map/npc/009-2/kfahr.txt94
-rw-r--r--world/map/npc/009-2/lena.txt12
-rw-r--r--world/map/npc/009-2/peter.txt10
-rw-r--r--world/map/npc/009-2/wyara.txt166
-rw-r--r--world/map/npc/009-4/orum.txt10
-rw-r--r--world/map/npc/010-2/loratay.txt128
-rw-r--r--world/map/npc/011-1/alchemist.txt10
-rw-r--r--world/map/npc/011-1/auldsbel.txt202
-rw-r--r--world/map/npc/011-1/oscar.txt4
-rw-r--r--world/map/npc/011-4/bl_barrier.txt8
-rw-r--r--world/map/npc/011-6/barrier.txt4
-rw-r--r--world/map/npc/012-3/mana-seed.txt4
-rw-r--r--world/map/npc/013-1/sagatha.txt8
-rw-r--r--world/map/npc/015-1/sword.txt8
-rw-r--r--world/map/npc/017-9/announcements.txt4
-rw-r--r--world/map/npc/018-2/caul.txt246
-rw-r--r--world/map/npc/020-2/furquest.txt16
-rw-r--r--world/map/npc/029-1/vincent.txt4
-rw-r--r--world/map/npc/048-2/sageNikolai.txt4
-rw-r--r--world/map/npc/052-1/channelling.txt4
32 files changed, 736 insertions, 741 deletions
diff --git a/world/map/npc/001-2/heathin.txt b/world/map/npc/001-2/heathin.txt
index e6548542..0bcb0294 100644
--- a/world/map/npc/001-2/heathin.txt
+++ b/world/map/npc/001-2/heathin.txt
@@ -9,28 +9,28 @@
set @state, ((QUEST_NorthTulimshar & NIBBLE_6_MASK) >> NIBBLE_6_SHIFT);
- if (@state == 14) && (BaseLevel >= 80) goto L_Heathin_Terranite_Arrows_Trade;
- if (@state == 13) && (BaseLevel >= 80) goto L_Heathin_Terranite_Arrows_Ready;
- if (@state == 12) && (BaseLevel >= 80) goto L_Heathin_Terranite_Arrows_Forge;
- if (@state == 11) && (BaseLevel >= 80) goto L_Heathin_Terranite_Arrows;
- if (@state == 10) && (BaseLevel >= 80) goto L_Heathin_Terranite_Chest_Armor_Ready;
- if (@state == 9) && (BaseLevel >= 80) goto L_Heathin_Terranite_Chest_Armor_Forge;
- if (@state == 8) && (BaseLevel >= 80) goto L_Heathin_Terranite_Chest_Armor;
- if (@state == 7) && (BaseLevel >= 80) goto L_Heathin_Terranite_Legs_Ready;
- if (@state == 6) && (BaseLevel >= 80) goto L_Heathin_Terranite_Legs_Forge;
- if (@state == 5) && (BaseLevel >= 80) goto L_Heathin_Terranite_Legs;
- if (@state == 4) && (BaseLevel >= 80) goto L_Heathin_Terranite_Hood_Ready;
- if (@state == 3) && (BaseLevel >= 80) goto L_Heathin_Terranite_Hood_Forge;
- if (@state == 2) && (BaseLevel >= 80) goto L_Heathin_Terranite_Hood;
- if (@state == 2) && (BaseLevel >= 60) goto L_Heathin_Forge_Thanks;
- if (@state == 1) && (BaseLevel >= 60) goto L_Heathin_Forge_Award;
- if (BaseLevel >= 60) goto L_Heathin_Start;
+ if (@state == 14) && (BaseLevel >= 80) goto L_Arrows_Trade;
+ if (@state == 13) && (BaseLevel >= 80) goto L_Arrows_Ready;
+ if (@state == 12) && (BaseLevel >= 80) goto L_Arrows_Forge;
+ if (@state == 11) && (BaseLevel >= 80) goto L_Arrows;
+ if (@state == 10) && (BaseLevel >= 80) goto L_Chest_Armor_Ready;
+ if (@state == 9) && (BaseLevel >= 80) goto L_Chest_Armor_Forge;
+ if (@state == 8) && (BaseLevel >= 80) goto L_Chest_Armor;
+ if (@state == 7) && (BaseLevel >= 80) goto L_Legs_Ready;
+ if (@state == 6) && (BaseLevel >= 80) goto L_Legs_Forge;
+ if (@state == 5) && (BaseLevel >= 80) goto L_Legs;
+ if (@state == 4) && (BaseLevel >= 80) goto L_Hood_Ready;
+ if (@state == 3) && (BaseLevel >= 80) goto L_Hood_Forge;
+ if (@state == 2) && (BaseLevel >= 80) goto L_Hood;
+ if (@state == 2) && (BaseLevel >= 60) goto L_Forge_Thanks;
+ if (@state == 1) && (BaseLevel >= 60) goto L_Forge_Award;
+ if (BaseLevel >= 60) goto L_Start;
mes "[Heathin]";
mes "\"Hello, friend. I am Heathin, a smith of exotic metals. \"";
close;
-L_Heathin_Start:
+L_Start:
mes "[Heathin]";
mes "\"Hello, friend. I am Heathin, a smith of exotic metals. \"";
next;
@@ -38,23 +38,18 @@ L_Heathin_Start:
next;
mes "\"Perhaps you would be interested in helping me out? Would you be willing to help me gather Coal and help me fulfill my commission? I am asking any and all willing souls to get me 50 coal, as that would put a significant dint in my goal.\"";
menu
- "Sure, I'll help!", L_Heathin_Help,
- "I'd rather keep my Coal for my own purposes, thank you very much.", L_Heathin_No,
- "Wait, what kind of award are we talking about?", L_Heathin_Interested;
+ "Sure, I'll help!", L_Help,
+ "I'd rather keep my Coal for my own purposes, thank you very much.", L_No,
+ "Wait, what kind of award are we talking about?", L_Interested;
-L_Heathin_Help:
+L_Help:
set @state, 1;
callsub S_Update_Mask;
mes "[Heathin]";
mes "\"Excellent! I am always glad when someone can be of service not just to me, but to all of Tulimshar. Please get me 50 Coal and you will be compensated for your efforts.\"";
close;
-L_Heathin_No:
- mes "[Heathin]";
- mes "\"That is too bad. If you change your mind, I shall still be here, attempting to get my commission done.\"";
- close;
-
-L_Heathin_Interested:
+L_Interested:
mes "[Heathin]";
mes "\"Well, I can compensate you from the commision I getting from the council.\"";
next;
@@ -62,12 +57,12 @@ L_Heathin_Interested:
next;
mes "\"Does this sound like something you might be interested in?\"";
menu
- "Sure, I'll help!", L_Heathin_Help,
- "I'd rather keep my Coal.", L_Heathin_No,
- "Can you repeat that again?", L_Heathin_Interested;
+ "Sure, I'll help!", L_Help,
+ "I'd rather keep my Coal.", L_No,
+ "Can you repeat that again?", L_Interested;
-L_Heathin_Forge_Award:
- if (countitem ("Coal") < 50) goto L_Heathin_Forge_Wait;
+L_Forge_Award:
+ if (countitem ("Coal") < 50) goto L_Forge_Wait;
getinventorylist;
set @state, 2;
callsub S_Update_Mask;
@@ -80,7 +75,7 @@ L_Heathin_Forge_Award:
mes "\"Time to make some armor. The Council will be pleased. Thank you for your efforts!\"";
close;
-L_Heathin_Forge_Wait:
+L_Forge_Wait:
mes "[Heathin]";
mes "\"Hello again. Making armor keeps me pretty busy. I certainly hope I can fulfill my commission soon so that I can move on to bigger and better things.\"";
next;
@@ -89,12 +84,12 @@ L_Heathin_Forge_Wait:
mes "\"I will be sure to provide an apt award once you are done.\"";
close;
-L_Heathin_Forge_Thanks:
+L_Forge_Thanks:
mes "[Heathin]";
mes "\"Thank you again for helping me fulfil my commission. It has made a signficant dint in what the Council requires of me. Perhaps I may be of service to you again one day!\"";
close;
-L_Heathin_Terranite_Hood:
+L_Hood:
mes "[Heathin]";
mes "\"Hello again friend, I just found out about this great metal called terranite.\"";
next;
@@ -108,15 +103,15 @@ L_Heathin_Terranite_Hood:
next;
mes "\"So, what do you say? Are you interested?\"";
menu
- "No, thank you. Maybe later.", L_Heathin_Terranite_No,
- "Armor, you say? Definitely!", L_Heathin_Terranite_Yes;
+ "No, thank you. Maybe later.", L_No,
+ "Armor, you say? Definitely!", L_Yes;
-L_Heathin_Terranite_No:
+L_No:
mes "[Heathin]";
- mes "\"Ah, that is too bad. Come by again anytime.\"";
+ mes "\"Ah, that is too bad. Come back anytime.\"";
close;
-L_Heathin_Terranite_Yes:
+L_Yes:
set @state, 3;
callsub S_Update_Mask;
mes "[Heathin]";
@@ -129,11 +124,11 @@ L_Heathin_Terranite_Yes:
mes "\"It will require a great amount of heat, if the rumors are to be believed. For this, I will need 100 Coal to keep my forge burning hot. I will also need 10 Terranite Ore to make the armor. Of course, such work does not come cheap. While I may enjoy my work, my time and effort is very valuable. Since you have been a great help I will only need 20,000 gold pieces, well below my going rate. Please come back with the gold, Coal and ore and I'll make this hood for you.\"";
close;
-L_Heathin_Terranite_Hood_Forge:
+L_Hood_Forge:
if ( (Zeny < 20000)
|| (countitem("Coal") < 100)
|| (countitem("TerraniteOre") < 10) )
- goto L_Heathin_Terranite_Hood_Wait;
+ goto L_Hood_Wait;
set @state, 4;
callsub S_Update_Mask;
delitem "Coal", 100;
@@ -144,12 +139,12 @@ L_Heathin_Terranite_Hood_Forge:
mes "\"Great, you brought everything! Come back later and I'll have the helm ready for you.\"";
close;
-L_Heathin_Terranite_Hood_Wait:
+L_Hood_Wait:
mes "[Heathin]";
mes "\"I am very busy right now. If you could bring me 10 Terranite Ore, 100 Coal and 20,000 gold pieces, I will make that terranite hood for you.\"";
close;
-L_Heathin_Terranite_Hood_Ready:
+L_Hood_Ready:
getinventorylist;
if ((checkweight("TerraniteHelmet", 1) == 0) || (@inventorylist_count == 100))
goto L_InventoryNoSpace;
@@ -160,7 +155,7 @@ L_Heathin_Terranite_Hood_Ready:
mes "\"I am all done with your terranite hood. I hope you enjoy it! I have some work to wrap up for the Council, but come back later and I might be able to assist you again.\"";
close;
-L_Heathin_Terranite_Legs:
+L_Legs:
set @state, 6;
callsub S_Update_Mask;
mes "[Heathin]";
@@ -169,11 +164,11 @@ L_Heathin_Terranite_Legs:
mes "\"To make terranite pants, I need 200 Coal, 30 Terranite Ore and 40,000 gold pieces. The faster you bring this to me, the faster I can have your terranite pants ready.\"";
close;
-L_Heathin_Terranite_Legs_Forge:
+L_Legs_Forge:
if ( (Zeny < 40000)
|| (countitem("Coal") < 200)
|| (countitem("TerraniteOre") < 30) )
- goto L_Heathin_Terranite_Legs_Wait;
+ goto L_Legs_Wait;
set @state, 7;
callsub S_Update_Mask;
delitem "Coal", 200;
@@ -184,12 +179,12 @@ L_Heathin_Terranite_Legs_Forge:
mes "\"Great, you have brought everything! Come back later and I will have those terranite pants ready for you.\"";
close;
-L_Heathin_Terranite_Legs_Wait:
+L_Legs_Wait:
mes "[Heathin]";
mes "\"I am very busy right now. If you could bring me 30 Terranite Ore, 200 Coal and 40,000 gold pieces, I will make those terranite pants for you.\"";
close;
-L_Heathin_Terranite_Legs_Ready:
+L_Legs_Ready:
getinventorylist;
if ((checkweight("TerraniteLegs", 1) == 0) || (@inventorylist_count == 100))
goto L_InventoryNoSpace;
@@ -200,7 +195,7 @@ L_Heathin_Terranite_Legs_Ready:
mes "\"I am all done with your terranite pants. Hope you enjoy them! I have some more work to complete for the Council. Come back later and I might be able to assist you again.\"";
close;
-L_Heathin_Terranite_Chest_Armor:
+L_Chest_Armor:
set @state, 9;
callsub S_Update_Mask;
mes "[Heathin]";
@@ -209,11 +204,11 @@ L_Heathin_Terranite_Chest_Armor:
mes "\"To make terranite chest armor, I need 250 Coal, 40 Terranite Ore and 50,000 gold pieces. The faster you bring this to me, the faster I can have your terranite armor ready.\"";
close;
-L_Heathin_Terranite_Chest_Armor_Forge:
+L_Chest_Armor_Forge:
if ( (Zeny < 50000)
|| (countitem("Coal") < 250)
|| (countitem("TerraniteOre") < 40) )
- goto L_Heathin_Terranite_Chest_Armor_Wait;
+ goto L_Chest_Armor_Wait;
set @state, 10;
callsub S_Update_Mask;
delitem "Coal", 250;
@@ -224,12 +219,12 @@ L_Heathin_Terranite_Chest_Armor_Forge:
mes "\"Splendid, you have brought everything! Come back later and I will have the terranite chest armor ready for you.\"";
close;
-L_Heathin_Terranite_Chest_Armor_Wait:
+L_Chest_Armor_Wait:
mes "[Heathin]";
mes "\"I am very busy right now. If you could bring me 40 Terranite Ore, 250 Coal and 50,000 gold pieces, I will make that chest armor for you.\"";
close;
-L_Heathin_Terranite_Chest_Armor_Ready:
+L_Chest_Armor_Ready:
getinventorylist;
if ((checkweight("TerraniteChestArmor", 1) == 0) || (@inventorylist_count == 100))
goto L_InventoryNoSpace;
@@ -240,21 +235,21 @@ L_Heathin_Terranite_Chest_Armor_Ready:
mes "\"I have completed your terranite chest armor. I hope you enjoy it! I have some work to wrap up for the Council again, but come back later and I might be able to assist you once more.\"";
close;
-L_Heathin_Terranite_Arrows:
+L_Arrows:
mes "[Heathin]";
mes "\"How good to see you. I have experimented a little with Terranite Ore to see what else can be done with it. It seems to have some qualities suitable for weapons, but I have only tested it with arrows. If you would like, I can make Terranite Arrows, but as as with the armor, I need Coal, Terranite Ore and payment for my efforts.\"";
next;
mes "\"Also, it might be a while until I have time to see what else I can make with terranite other than arrows, as right now the Council is keeping me rather busy with my commission. So, would you like some Terranite Arrows?\"";
menu
- "No, thank you.", L_Heathin_Terranite_Arrows_No,
- "Sure, I could use some arrows.", L_Heathin_Terranite_Arrows_Yes;
+ "No, thank you.", L_Arrows_No,
+ "Sure, I could use some arrows.", L_Arrows_Yes;
-L_Heathin_Terranite_Arrows_No:
+L_Arrows_No:
mes "[Heathin]";
mes "\"Well, if you change your mind, I'm not going anywhere.\"";
close;
-L_Heathin_Terranite_Arrows_Yes:
+L_Arrows_Yes:
set @state, 12;
callsub S_Update_Mask;
mes "[Heathin]";
@@ -263,11 +258,11 @@ L_Heathin_Terranite_Arrows_Yes:
mes "\"See you soon!\"";
close;
-L_Heathin_Terranite_Arrows_Forge:
+L_Arrows_Forge:
if ( (Zeny < @TARROW_REQ_GP)
|| (countitem("Coal") < @TARROW_REQ_COAL)
|| (countitem("TerraniteOre") < @TARROW_REQ_TERRA_ORE) )
- goto L_Heathin_Terranite_Arrows_Wait;
+ goto L_Arrows_Wait;
set @state, 13;
callsub S_Update_Mask;
delitem "Coal", @TARROW_REQ_COAL;
@@ -278,12 +273,12 @@ L_Heathin_Terranite_Arrows_Forge:
mes "\"Wonderful! You have everything I asked for. I will start working on the arrows right away.\"";
close;
-L_Heathin_Terranite_Arrows_Wait:
+L_Arrows_Wait:
mes "[Heathin]";
mes "\"If you want Terranite Arrows, please get me "+@TARROW_REQ_TERRA_ORE+" Terranite Ore, "+@TARROW_REQ_COAL+" Coal and "+@TARROW_REQ_GP+" gold pieces.\"";
close;
-L_Heathin_Terranite_Arrows_Ready:
+L_Arrows_Ready:
getinventorylist;
if ((checkweight("TerraniteArrow", 1000) == 0) || (@inventorylist_count == 100))
goto L_InventoryNoSpace;
@@ -294,23 +289,23 @@ L_Heathin_Terranite_Arrows_Ready:
mes "\"All done, here you go! I hope you like them. I am still working on my commission, but if you ever need any more Terranite Arrows, just come on by with "+@TARROW_REQ_COAL+" Coal, "+@TARROW_REQ_TERRA_ORE+" Terranite Ore and "+@TARROW_REQ_GP+" gold pieces and I will make another 1,000 arrows for you. By now I have enough Terranite Ore in reserve that you can just trade me my requirements to keep my resources up. Thank you for all your efforts!\"";
close;
-L_Heathin_Terranite_Arrows_Trade:
+L_Arrows_Trade:
mes "[Heathin]";
mes "\"Hello, there. If you have "+@TARROW_REQ_COAL+" Coal, "+@TARROW_REQ_TERRA_ORE+" Terranite Ore and "+@TARROW_REQ_GP+" gold pieces, I will trade you 1,000 Terranite Arrows. Would you like some Terranite Arrows?\"";
menu
- "No.", L_Heathin_Terranite_Arrows_Trade_No,
- "Yes.", L_Heathin_Terranite_Arrows_Trade_Yes;
+ "No.", L_Arrows_Trade_No,
+ "Yes.", L_Arrows_Trade_Yes;
-L_Heathin_Terranite_Arrows_Trade_No:
+L_Arrows_Trade_No:
mes "[Heathin]";
mes "\"Come back again if you would like to get Terranite Arrows.\"";
close;
-L_Heathin_Terranite_Arrows_Trade_Yes:
+L_Arrows_Trade_Yes:
if ( (Zeny < @TARROW_REQ_GP)
|| (countitem("Coal") < @TARROW_REQ_COAL)
|| (countitem("TerraniteOre") < @TARROW_REQ_TERRA_ORE) )
- goto L_Heathin_Terranite_Arrows_Trade_Wait;
+ goto L_Arrows_Trade_Wait;
getinventorylist;
if ((checkweight("TerraniteArrow", 1500) == 0) || (@inventorylist_count == 100))
goto L_InventoryNoSpace;
@@ -323,7 +318,7 @@ L_Heathin_Terranite_Arrows_Trade_Yes:
mes "\"Here you go! You are lucky, I could forge "+@lucky+" more arrows than expected. Come back again if you want more Terranite Arrows.\"";
close;
-L_Heathin_Terranite_Arrows_Trade_Wait:
+L_Arrows_Trade_Wait:
mes "[Heathin]";
mes "\"It seems that you do not have the necessary resources for me to trade you. Please come back with "+@TARROW_REQ_COAL+" Coal, "+@TARROW_REQ_TERRA_ORE+" Terranite Ore and "+@TARROW_REQ_GP+" gold pieces if you want another 1,000 Terranite Arrows.\"";
close;
diff --git a/world/map/npc/002-1/elanore.txt b/world/map/npc/002-1/elanore.txt
index da73a88f..be14c8bc 100644
--- a/world/map/npc/002-1/elanore.txt
+++ b/world/map/npc/002-1/elanore.txt
@@ -178,20 +178,20 @@ L_Lifestones:
menu
"OK, I will get them.", L_Close,
"No way!", L_Close,
- "Here you are!", L_Lifestones_Trade,
- "Can I make them myself?", L_Lifestones_MakeSelf;
-
-L_Lifestones_Trade:
- if (countitem("MauveHerb") < 10) goto L_Lifestones_Trade_Missing;
- if (countitem("GambogeHerb") < 10) goto L_Lifestones_Trade_Missing;
- if (countitem("AlizarinHerb") < 10) goto L_Lifestones_Trade_Missing;
- if (countitem("CobaltHerb") < 10) goto L_Lifestones_Trade_Missing;
+ "Here you are!", L_Trade,
+ "Can I make them myself?", L_MakeSelf;
+
+L_Trade:
+ if (countitem("MauveHerb") < 10) goto L_Trade_Missing;
+ if (countitem("GambogeHerb") < 10) goto L_Trade_Missing;
+ if (countitem("AlizarinHerb") < 10) goto L_Trade_Missing;
+ if (countitem("CobaltHerb") < 10) goto L_Trade_Missing;
getinventorylist;
if (@inventorylist_count == 100 && countitem("Lifestone") == 0
&& countitem("MauveHerb") > 10
&& countitem("GambogeHerb") > 10
&& countitem("AlizarinHerb") > 10
- && countitem("CobaltHerb") > 10) goto L_Lifestones_NoRoom;
+ && countitem("CobaltHerb") > 10) goto L_NoRoom;
delitem "MauveHerb", 10;
delitem "GambogeHerb", 10;
@@ -211,44 +211,44 @@ L_Lifestones_Trade:
mes "[200 experience points]";
goto L_Close;
-L_Lifestones_NoRoom:
+L_NoRoom:
mes "[Elanore the Healer]";
mes "\"Oh... it seems that you have no room for the lifestones. But please do come back later when you have made a little space.\"";
goto L_Close;
-L_Lifestones_Trade_Missing:
+L_Trade_Missing:
mes "[Elanore the Healer]";
mes "Elanore counts the leaves you show her.";
mes "\"No, I am sorry. Please bring me ten leaves each of gamboge, alizarin, mauve, and cobalt.\"";
goto L_Close;
-L_Lifestones_MakeSelf:
+L_MakeSelf:
mes "[Elanore the Healer]";
- if (@has_magic < 2) goto L_Lifestones_MakeSelf_no;
- goto L_Lifestones_MakeSelf_yes;
+ if (@has_magic < 2) goto L_MakeSelf_no;
+ goto L_MakeSelf_yes;
-L_Lifestones_MakeSelf_yes:
+L_MakeSelf_yes:
mes "\"Oh, but of course! You are powerful enough to make your own lifestones, using the enchantment '" + getspellinvocation("enchant-lifestone") + "'. This will consume a bug leg or a maggot slime or one of each of the four healing herbs, though.\"";
goto L_Close;
-L_Lifestones_MakeSelf_no:
+L_MakeSelf_no:
mes "\"No, you are not powerful enough yet. Please come back and ask me again when you have learned to control more powerful magic, though!\"";
goto L_Close;
L_Teach:
- if (@Q_status == @STATUS_INITIAL) goto L_Teach_Initial;
- if (@Q_status == @STATUS_LEARNED_LIGHT_HEAL) goto L_Teach_CheckAdvanceTo2;
- if (@Q_status == @STATUS_MASTERED_LIGHT_HEAL) goto L_Teach_CheckAdvanceToLOH;
- if (@Q_status == @STATUS_LEARNED_LAY_ON_HANDS) goto L_Teach_Explain3;
- if (@Q_status == @STATUS_WAITING_FOR_KADIYA) goto L_Teach_CheckAdvanceTo3;
- if (@Q_status == @STATUS_READY_TO_LEARN_CURE_POISON) goto L_Teach_CurePosion;
- if (@Q_status == @STATUS_LEARNED_CURE_POISON) goto L_Teach_dunno;
+ if (@Q_status == @STATUS_INITIAL) goto L_T_Initial;
+ if (@Q_status == @STATUS_LEARNED_LIGHT_HEAL) goto L_T_ChkAdvTo2;
+ if (@Q_status == @STATUS_MASTERED_LIGHT_HEAL) goto L_T_ChkAdvToLOH;
+ if (@Q_status == @STATUS_LEARNED_LAY_ON_HANDS) goto L_T_Explain3;
+ if (@Q_status == @STATUS_WAITING_FOR_KADIYA) goto L_T_ChkAdvTo3;
+ if (@Q_status == @STATUS_READY_TO_LEARN_CURE_POISON) goto L_T_CurePosion;
+ if (@Q_status == @STATUS_LEARNED_CURE_POISON) goto L_T_dunno;
mes "[Elanore the Healer]";
mes "\"You have made good progress, but you lack the magical power to advance further. Also, I would like to observe you some more to be certain that you will make a good healer.\"";
goto L_Close;
-L_Teach_Initial:
+L_T_Initial:
mes "[Elanore the Healer]";
mes "\"I will only teach you magic of the school of Life, and that only if you prove yourself to be a good healer – that is, if you use your powers to help others.\"";
mes "She hesistates.";
@@ -274,7 +274,7 @@ L_Teach_Initial:
mes "\"Let me give you a lifestone to get started with.\"";
next;
getinventorylist;
- if ((@inventorylist_count == 100) && (countitem("Lifestone") == 0)) goto L_Teach_Initial_Noroom;
+ if ((@inventorylist_count == 100) && (countitem("Lifestone") == 0)) goto L_T_Initial_Noroom;
getitem "Lifestone", 1;
set @Q_status, @STATUS_LEARNED_LIGHT_HEAL;
callsub S_update_var;
@@ -284,27 +284,27 @@ L_Teach_Initial:
mes "\"Here you are. I hope that it will allow you to do good!\"";
goto L_Close;
-L_Teach_Initial_Noroom:
+L_T_Initial_Noroom:
mes "[Elanore the Healer]";
mes "\"Oh... you managed to put things into every little nook and pocket, haven't you? Well, come back later, I will give it to you then.\"";
goto L_Close;
-L_Teach_CheckAdvanceTo2:
+L_T_ChkAdvTo2:
mes "[Elanore the Healer]";
- if (@Q_heal_exp < 20) goto L_Teach_CheckAdvanceTo2_fail;
+ if (@Q_heal_exp < 20) goto L_T_ChkAdvTo2_fail;
mes "Elanore smiles at you.";
mes "\"From what I have been hearing, you seem to be doing well on your way to becoming a healer. I have decided to accept you as a student of the School of Life Magic.\"";
next;
- if (getskilllv(SKILL_MAGIC) < 2) goto L_Teach_AdvanceTo2_warn;
- goto L_Teach_AdvanceTo2_skip;
+ if (getskilllv(SKILL_MAGIC) < 2) goto L_T_AdvTo2_warn;
+ goto L_T_AdvTo2_skip;
-L_Teach_AdvanceTo2_warn:
+L_T_AdvTo2_warn:
mes "[Elanore the Healer]";
mes "\"But be warned: you won't be able to use advanced healing magic until you are more capable in your regular magic usage.\"";
next;
- goto L_Teach_AdvanceTo2_skip;
+ goto L_T_AdvTo2_skip;
-L_Teach_AdvanceTo2_skip:
+L_T_AdvTo2_skip:
mes "[Elanore the Healer]";
mes "\"Please stand still.\"";
mes "She walks up to you, holds your shoulders, and smiles at you.";
@@ -321,7 +321,7 @@ L_Teach_AdvanceTo2_skip:
callfunc "SkillUp";
goto L_Close;
-L_Teach_CheckAdvanceTo2_fail:
+L_T_ChkAdvTo2_fail:
mes "\"I think I would like to observe you for a little longer to see if you would make a good healer.\"";
if (@Q_heal_exp < 5)
mes "\"You are still at the beginning of your path, but do keep practicing.\"";
@@ -331,9 +331,9 @@ L_Teach_CheckAdvanceTo2_fail:
mes "\"You have made good progress, but please do continue in your efforts.\"";
goto L_Close;
-L_Teach_CheckAdvanceToLOH:
- if (getskilllv(SKILL_MAGIC) < 2) goto L_Teach_LOH_advance_abort0;
- if (@Q_heal_exp < 30) goto L_Teach_LOH_advance_abort1;
+L_T_ChkAdvToLOH:
+ if (getskilllv(SKILL_MAGIC) < 2) goto L_T_LOH_adv_abort0;
+ if (@Q_heal_exp < 30) goto L_T_LOH_adv_abort1;
mes "[Elanore the Healer]";
mes "\"I will now teach you how to heal by laying on your hands. The technique is similar to the spell I taught you at the beginning, but this time you transfer your own health instead of drawing health from a lifestone.\"";
@@ -349,19 +349,19 @@ L_Teach_CheckAdvanceToLOH:
callsub S_update_var;
goto L_Close;
-L_Teach_LOH_advance_abort0:
+L_T_LOH_adv_abort0:
mes "[Elanore the Healer]";
mes "\"You don't have enough magical power to learn the next healing spell yet.\"";
goto L_Close;
-L_Teach_LOH_advance_abort1:
+L_T_LOH_adv_abort1:
mes "[Elanore the Healer]";
mes "\"I'm sorry, but I am not yet convinced that you are a good enough healer. Please continue in your endeavours.\"";
goto L_Close;
-L_Teach_Explain3:
- if (getskilllv(SKILL_MAGIC) < 3) goto L_Teach_Explain3_abort;
- if (@Q_heal_exp < 50) goto L_Teach_Explain3_fail;
+L_T_Explain3:
+ if (getskilllv(SKILL_MAGIC) < 3) goto L_T_Explain3_abort;
+ if (@Q_heal_exp < 50) goto L_T_Explain3_fail;
mes "[Elanore the Healer]";
mes "Elanore smiles.";
@@ -423,12 +423,12 @@ L_3_where:
next;
goto L_3_menu;
-L_Teach_Explain3_abort:
+L_T_Explain3_abort:
mes "[Elanore the Healer]";
mes "\"I'm sorry, but you lack the magical power to advance.\"";
goto L_Close;
-L_Teach_Explain3_fail:
+L_T_Explain3_fail:
mes "[Elanore the Healer]";
if (@Q_heal_exp < 30)
mes "\"You seem to have regressed as a healer. This is worrisome; please mend your ways or I will not teach you any further.\"";
@@ -438,17 +438,17 @@ L_Teach_Explain3_fail:
mes "\"You are doing well, but you need some more practice as a healer first.\"";
goto L_Close;
-L_Teach_CheckAdvanceTo3:
+L_T_ChkAdvTo3:
callfunc "KadiyaSubquestConsts";
- if (@Q_kadiya_status >= @Q_STATUS_COMPLETED) goto L_Teach_AdvanceTo3Ready;
+ if (@Q_kadiya_status >= @Q_STATUS_COMPLETED) goto L_T_AdvTo3Ready;
mes "[Elanore the Healer]";
mes "\"Please help Kadiya.\"";
next;
goto L_3_menu;
-L_Teach_AdvanceTo3Ready:
+L_T_AdvTo3Ready:
mes "[Elanore the Healer]";
mes "\"I have heard of what you did. Hiding the potion in her favorite food – that was clever.\"";
mes "She smiles at you.";
@@ -484,7 +484,7 @@ L_Teach_AdvanceTo3Ready:
goto L_Main;
-L_Teach_CurePosion:
+L_T_CurePosion:
mes "[Elanore the Healer]";
mes "\"Thank you again for your help with Kadiya!\"";
mes "\"Curing sicknesses is often quite difficult; most of them require complicated potions to be brewed.\"";
@@ -506,7 +506,7 @@ L_Teach_CurePosion:
callsub S_update_var;
goto L_Main;
-L_Teach_dunno:
+L_T_dunno:
mes "[Elanore the Healer]";
mes "\"Hmm. I wanted to teach you something, but I've forgotten what it was... please come back later.\"";
next;
diff --git a/world/map/npc/002-1/nickos.txt b/world/map/npc/002-1/nickos.txt
index 45644cee..91abe6db 100644
--- a/world/map/npc/002-1/nickos.txt
+++ b/world/map/npc/002-1/nickos.txt
@@ -8,22 +8,22 @@
set @state, ((QUEST_SouthTulimshar & BYTE_2_MASK) >> BYTE_2_SHIFT);
- if (@state == 20) goto L_Nickos_UGQ;
- if (@state == 19) goto L_Nickos_AS_Done;
- if (@state == 18) goto L_Nickos_AS_Start;
- if (@state >= 11) && (@state < 18) goto L_Nickos_Guards;
- if (@state == 10) goto L_Nickos_Check_Happy;
- if (@state > 7) && (@state < 10) goto L_Nickos_Waits;
- if (@state == 7) goto L_Nickos_Mine;
- if (@state == 6) goto L_Nickos_Orders_Received;
- if (@state == 5) goto L_Nickos_Orders;
- if (@state < 5) goto L_Nickos_See_Dausen_First;
+ if (@state == 20) goto L_UGQ;
+ if (@state == 19) goto L_AS_Done;
+ if (@state == 18) goto L_AS_Start;
+ if (@state >= 11) && (@state < 18) goto L_Guards;
+ if (@state == 10) goto L_Check_Happy;
+ if (@state > 7) && (@state < 10) goto L_Waits;
+ if (@state == 7) goto L_Mine;
+ if (@state == 6) goto L_Orders_Received;
+ if (@state == 5) goto L_Orders;
+ if (@state < 5) goto L_See_Dausen_First;
mes "[Nickos]";
mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\"";
goto L_Close;
-L_Nickos_See_Dausen_First:
+L_See_Dausen_First:
mes "[Nickos]";
mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\"";
next;
@@ -31,45 +31,45 @@ L_Nickos_See_Dausen_First:
mes "\"The mines are closed from tourists due to the monster threat. If you want to get in you will need to prove yourself first. Talk to Lieutenant Dausen, my superior, if you want to make a formal complaint.\"";
goto L_Close;
-L_Nickos_Orders:
+L_Orders:
set @state, 6;
callsub S_Update_Var;
mes "[Nickos]";
mes "\"I have to hold my post longer? Argh! I was looking forward to my break. Oh well, thanks for letting me know.\"";
goto L_Close;
-L_Nickos_Orders_Received:
+L_Orders_Received:
mes "[Nickos]";
mes "\"Thanks for letting me know Lieutenant Dausen wants me to stick it out for a while longer. Even though I would've liked my break, I'm sure these miners could use my watchful eye.\"";
goto L_Close;
-L_Nickos_Mine:
+L_Mine:
mes "[Nickos]";
mes "\"I haven't heard from the miners in a while, but I've got to keep to my post unless there is due reason to investigate. Normally the miners take care of themselves without any problem.\"";
next;
mes "[Nickos]";
mes "\"Could you check on them for me, though?\"";
menu
- "Yes.", L_Nickos_Mine_Open,
- "No.", L_Nickos_Disappoint;
+ "Yes.", L_Mine_Open,
+ "No.", L_Disappoint;
-L_Nickos_Disappoint:
+L_Disappoint:
mes "Nickos looks disappointed.";
goto L_Close;
-L_Nickos_Mine_Open:
+L_Mine_Open:
set @state, 8;
callsub S_Update_Var;
mes "[Nickos]";
mes "\"Excellent! You now have my permission to enter the mine. Your assistance helps ease my worries.\"";
goto L_Close;
-L_Nickos_Waits:
+L_Waits:
mes "[Nickos]";
mes "\"Please be sure to get word from Nathan and Naem to make sure everthing is okay down there. Your assistance helps ease my worries.\"";
goto L_Close;
-L_Nickos_Check_Happy:
+L_Check_Happy:
set @state, 11;
callsub S_Update_Var;
set Zeny, Zeny + 500;
@@ -77,26 +77,26 @@ L_Nickos_Check_Happy:
mes "\"Oh, everything is okay? That's great! I think they are pretty busy and could use some help. Feel free to give them a hand. Here's some gold for your troubles.\"";
goto L_Close;
-L_Nickos_Guards:
+L_Guards:
mes "[Nickos]";
mes "\"I'm watching this mine to make sure the monsters don't harm the miners.\"";
next;
mes "\"Talk to Nathan the miner, I'm sure the miners could use some help down there.\"";
goto L_Close;
-L_Nickos_AS_Start:
+L_AS_Start:
set @state, 19;
callsub S_Update_Var;
mes "[Nickos]";
mes "\"Oh, the angry scorpions are becoming a problem? We could thin down their numbers a bit. I can make it worth your time, but of course, I'll need something to show your work. Bring me 10 Angry Scorpion Stingers to demonstrate your effectiveness, and you will be rewarded for your efforts.\"";
goto L_Close;
-L_Nickos_AS_Done:
+L_AS_Done:
if (countitem ("AngryScorpionStinger") < 10)
- goto L_Nickos_AS_NotDone;
+ goto L_AS_NotDone;
getinventorylist;
if (@inventorylist_count - (countitem("AngryScorpionStinger") == 10) > 99)
- goto L_Nickos_TooMany;
+ goto L_TooMany;
set @state, 20;
callsub S_Update_Var;
delitem "AngryScorpionStinger", 10;
@@ -107,17 +107,17 @@ L_Nickos_AS_Done:
mes "\"You might be ready to take on the underground palace. If you are interested, go talk to Naem about unlocking the barrier, he's got the key and the code to open it.\"";
goto L_Close;
-L_Nickos_AS_NotDone:
+L_AS_NotDone:
mes "[Nickos]";
mes "\"Bring me 10 Angry Scorpion Stingers and I'll know their numbers are down. You will be rewarded for your efforts.\"";
goto L_Close;
-L_Nickos_TooMany:
+L_TooMany:
mes "[Nickos]";
mes "\"Oh, it seems you have too many items. Please get rid some some and I'll give you a reward.\"";
goto L_Close;
-L_Nickos_UGQ:
+L_UGQ:
mes "[Nickos]";
mes "\"You might be ready to take on the underground palace. If you are interested, talk to the miners about unlocking the barrier, they've got the key to open it.\"";
goto L_Close;
diff --git a/world/map/npc/002-2/bleacher.txt b/world/map/npc/002-2/bleacher.txt
index e93201d2..213c96f8 100644
--- a/world/map/npc/002-2/bleacher.txt
+++ b/world/map/npc/002-2/bleacher.txt
@@ -140,70 +140,70 @@ L_sorcerer_robe:
mes "\"Which one?\"";
next;
menu
- "A red lined one.", L_red_lined_sorcerer_robe,
- "A green lined one.", L_green_lined_sorcerer_robe,
- "A dark blue lined one.", L_dark_blue_lined_sorcerer_robe,
- "A yellow lined one.", L_yellow_lined_sorcerer_robe,
- "A light blue lined one.", L_light_blue_lined_sorcerer_robe,
- "A pink lined one.", L_pink_lined_sorcerer_robe,
- "A black lined one.", L_black_lined_sorcerer_robe,
- "An orange lined one.", L_orange_lined_sorcerer_robe,
- "A purple lined one.", L_purple_lined_sorcerer_robe,
- "A dark green lined one.", L_dark_green_lined_sorcerer_robe,
- "A white lined one.", L_white_lined_sorcerer_robe,
+ "A red lined one.", L_red_lined,
+ "A green lined one.", L_green_lined,
+ "A dark blue lined one.", L_dark_blue_lined,
+ "A yellow lined one.", L_yellow_lined,
+ "A light blue lined one.", L_light_blue_lined,
+ "A pink lined one.", L_pink_lined,
+ "A black lined one.", L_black_lined,
+ "An orange lined one.", L_orange_lined,
+ "A purple lined one.", L_purple_lined,
+ "A dark green lined one.", L_dark_green_lined,
+ "A white lined one.", L_white_lined,
"Nevermind.", L_Close;
-L_red_lined_sorcerer_robe:
+L_red_lined:
set @normal, 798;
set @dyeBase, 2220;
goto L_choose_color;
-L_green_lined_sorcerer_robe:
+L_green_lined:
set @normal, 5010;
set @dyeBase, 5000;
goto L_choose_color;
-L_dark_blue_lined_sorcerer_robe:
+L_dark_blue_lined:
set @normal, 5021;
set @dyeBase, 5011;
goto L_choose_color;
-L_yellow_lined_sorcerer_robe:
+L_yellow_lined:
set @normal, 5032;
set @dyeBase, 5022;
goto L_choose_color;
-L_light_blue_lined_sorcerer_robe:
+L_light_blue_lined:
set @normal, 5043;
set @dyeBase, 5033;
goto L_choose_color;
-L_pink_lined_sorcerer_robe:
+L_pink_lined:
set @normal, 5054;
set @dyeBase, 5044;
goto L_choose_color;
-L_black_lined_sorcerer_robe:
+L_black_lined:
set @normal, 5065;
set @dyeBase, 5055;
goto L_choose_color;
-L_orange_lined_sorcerer_robe:
+L_orange_lined:
set @normal, 5076;
set @dyeBase, 5066;
goto L_choose_color;
-L_purple_lined_sorcerer_robe:
+L_purple_lined:
set @normal, 5087;
set @dyeBase, 5077;
goto L_choose_color;
-L_dark_green_lined_sorcerer_robe:
+L_dark_green_lined:
set @normal, 5098;
set @dyeBase, 5088;
goto L_choose_color;
-L_white_lined_sorcerer_robe:
+L_white_lined:
set @normal, 5109;
set @dyeBase, 5099;
goto L_choose_color;
diff --git a/world/map/npc/002-2/hetchel.txt b/world/map/npc/002-2/hetchel.txt
index 8aecea94..15fc61f9 100644
--- a/world/map/npc/002-2/hetchel.txt
+++ b/world/map/npc/002-2/hetchel.txt
@@ -72,7 +72,7 @@ L_Spants_Cry_2:
"Sorry to bother, I'm just visiting.", L_Close,
"I am looking for silk sheets, Lora Tay told me that I could find some in this market. Can you help?", L_main_menu,
"Hey you have been crying so badly, can I help you somehow?", L_Spants_Reply_Cry,
- "Give Hetchel something to dry her tears", L_Spants_Wipe_Tears;
+ "Give Hetchel something to dry her tears", L_Spants_Tears;
L_Spants_Start:
mes "[Hetchel the weaver]";
@@ -112,10 +112,10 @@ L_Spants_Cry_Cont_1:
mes "";
menu
"\"Hey, what is the problem?\"", L_Spants_Reply_Cry,
- "Give Hetchel something to dry her tears", L_Spants_Wipe_Tears,
+ "Give Hetchel something to dry her tears", L_Spants_Tears,
"\"Oh really? Just sell me some Silk Sheets if you have them\"", L_main_menu;
-L_Spants_Wipe_Tears:
+L_Spants_Tears:
mes "Choose the item you want to give her.";
next;
cleararray @items$, "", getarraysize(@items$);
@@ -126,14 +126,14 @@ L_Spants_Wipe_Tears:
set @spants_wipe_thingy$, @item$;
if (@spants_wipe_thingy$ == "") goto L_Close;
if (countitem(@spants_wipe_thingy$) < 1) goto L_Spants_No_Item;
- if (@spants_wipe_thingy$ == "RedCottonCloth") goto L_Spants_Wipe_Tears_Cont;
- if (@spants_wipe_thingy$ == "RedHitchhikersTowel") goto L_Spants_Wipe_Tears_Towel;
+ if (@spants_wipe_thingy$ == "RedCottonCloth") goto L_Spants_Tears_Cont;
+ if (@spants_wipe_thingy$ == "RedHitchhikersTowel") goto L_Spants_Tears_Towel;
mes "Hetchel looks at you, then looks at the" + @spants_wipe_thingy$ + ".";
mes "She hangs her head and weeps more";
mes "Red is the only color I have ever loved, bring me something red to dry my tears";
goto L_Close;
-L_Spants_Wipe_Tears_Towel:
+L_Spants_Tears_Towel:
mes "[Hetchel the weaver]";
mes "";
mes "\"No, I recognize this towel, it is one of those warping towels, are you trying to mess with me?\"";
@@ -143,7 +143,7 @@ L_Spants_No_Item:
mes "Oh you do not have it.";
goto L_Close;
-L_Spants_Wipe_Tears_Cont:
+L_Spants_Tears_Cont:
mes "Hetchel dries her tears with the Red Piece of Cloth you gave her.";
mes "This seems to have consoled her.";
delitem "RedCottonCloth", 1;
diff --git a/world/map/npc/002-3/mining_camp_barrier.txt b/world/map/npc/002-3/mining_camp_barrier.txt
index e26720d9..029722a1 100644
--- a/world/map/npc/002-3/mining_camp_barrier.txt
+++ b/world/map/npc/002-3/mining_camp_barrier.txt
@@ -7,12 +7,12 @@
set @state, ((QUEST_SouthTulimshar & BYTE_2_MASK) >> BYTE_2_SHIFT);
- if (@state >= 8) goto L_Sandstorm_Barrier_Open;
+ if (@state >= 8) goto L_Barrier_Open;
message strcharinfo(0), "Some force seems to block your entrance.";
goto L_End;
-L_Sandstorm_Barrier_Open:
+L_Barrier_Open:
warp "002-4",37,31;
goto L_End;
diff --git a/world/map/npc/002-4/underground_palace_barrier.txt b/world/map/npc/002-4/underground_palace_barrier.txt
index ecc8b78b..3ed1a0a9 100644
--- a/world/map/npc/002-4/underground_palace_barrier.txt
+++ b/world/map/npc/002-4/underground_palace_barrier.txt
@@ -7,12 +7,12 @@
set @state, ((QUEST_SouthTulimshar & BYTE_2_MASK) >> BYTE_2_SHIFT);
- if (@state >= 25) goto L_Underground_Palace_Barrier_Open;
+ if (@state >= 25) goto L_Barrier_Open;
message strcharinfo(0), "Some force seems to block your entrance.";
goto L_End;
-L_Underground_Palace_Barrier_Open:
+L_Barrier_Open:
warp "002-5",35,97;
goto L_End;
diff --git a/world/map/npc/007-1/witch.txt b/world/map/npc/007-1/witch.txt
index 0c921e8e..24a1243f 100644
--- a/world/map/npc/007-1/witch.txt
+++ b/world/map/npc/007-1/witch.txt
@@ -55,7 +55,7 @@ L_DeveloperBoard:
L_Introduce:
if (@illia_go_find_items)
- goto L_AskTeleportSpellItems;
+ goto L_AskItems;
if (@illia_know_witch == 1)
goto L_QuickIntroduce;
mes "[Valia]";
@@ -128,7 +128,7 @@ L_Next3:
next;
if (getusers(1) < 4)
- goto L_NotEnoughPeopleAvailable;
+ goto L_NotPeepAv;
mes "[Valia]";
mes "\"Do you know such people?\"";
@@ -141,48 +141,48 @@ L_Next4:
mes "\"Good.";
mes "I can teleport all of you close to that waterfall, but for that, I will need " + @illia_sapphire_powder + " bags of Sapphire Powder, " + @illia_amethyst_powder + " of Amethyst Powder, " + @illia_iron_powder + " Iron Powders," + @illia_yeti_tear + " Frozen Yeti Tear and " + @illia_iced_water + " bottles of Iced Water.\"";
menu
- "I have them here.", L_CheckTeleportSpellItems,
- "I don't have them, but I'll try to find.", L_NoTeleportSpellItems;
+ "I have them here.", L_CheckItems,
+ "I don't have them, but I'll try to find.", L_NoItems;
-L_NotEnoughPeopleAvailable:
+L_NotPeepAv:
mes "[Valia]";
mes "\"But it seems there are not enough people around.";
mes "Come back later.\"";
close;
-L_AskTeleportSpellItems:
+L_AskItems:
mes "[Valia]";
mes "\"So, did you bring me what I need?\"";
menu
- "Hum, I forgot what you asked...", L_RepeatTeleportSpellItems,
- "Here they are!", L_CheckTeleportSpellItems;
+ "Hum, I forgot what you asked...", L_RepeatItems,
+ "Here they are!", L_CheckItems;
-L_RepeatTeleportSpellItems:
+L_RepeatItems:
mes "[Valia]";
mes "\"I need " + @illia_sapphire_powder + " bags of Sapphire Powder, " + @illia_amethyst_powder + " of Amethyst Powder, " + @illia_iron_powder + " Iron Powders," + @illia_yeti_tear + " Frozen Yeti Tear and " + @illia_iced_water + " bottles of Iced Water.\"";
next;
mes "\"Hurry up.\"";
close;
-L_NoTeleportSpellItems:
+L_NoItems:
set @illia_go_find_items, 1;
close;
-L_MissingTeleportSpellItems:
+L_MissingItems:
mes "[Valia]";
mes "\"Obviously you are missing some of the components.";
mes "Go find the missing ones, fast. We lack time!\"";
set @illia_go_find_items, 1;
close;
-L_CheckTeleportSpellItems:
+L_CheckItems:
if (
(countitem ("SapphirePowder") < @illia_sapphire_powder) ||
(countitem ("AmethystPowder") < @illia_amethyst_powder) ||
(countitem ("IronPowder") < @illia_iron_powder) ||
(countitem ("FrozenYetiTear") < @illia_yeti_tear) ||
(countitem ("IcedWater") < @illia_iced_water)
- ) goto L_MissingTeleportSpellItems;
+ ) goto L_MissingItems;
// someone started the quest in the meantime, so we cancel this one.
if ($@ILLIA_STATUS > 0)
goto L_Interrupt;
@@ -432,7 +432,7 @@ L_Next5:
(countitem ("IronPowder") < @illia_iron_powder) ||
(countitem ("FrozenYetiTear") < @illia_yeti_tear) ||
(countitem ("IcedWater") < @illia_iced_water)
- ) goto L_MissingTeleportSpellItems;
+ ) goto L_MissingItems;
delitem "SapphirePowder", @illia_sapphire_powder;
delitem "AmethystPowder", @illia_amethyst_powder;
delitem "IronPowder", @illia_iron_powder;
@@ -545,7 +545,7 @@ L_ReactToPlayersReturn:
// the rings will have deleted their memories.
// So the same dialog can apply.
if ($@illia_progress < 8)
- goto L_DisappointedByHeroFail;
+ goto L_Disappoint;
if ($@illia_progress == 8)
goto L_SurprisedByHeroWin;
end;
@@ -555,7 +555,7 @@ L_SurprisedByHeroWin:
emotion EMOTE_SURPRISE;
goto L_EndQuest;
-L_DisappointedByHeroFail:
+L_Disappoint:
npctalk "Oh no... It seems " + $@ILLIA_HERO$ + " did not make it... Who will save my sister now?";
emotion EMOTE_SAD;
goto L_EndQuest;
@@ -742,7 +742,7 @@ OnTimer4500:
// send a message to all the helpers
setarray $@illia_helpers$, $@ILLIA_HELPER1$,$@ILLIA_HELPER2$,$@ILLIA_HELPER3$;
set $@illia_helper_index,0;
- goto L_CheckHelperNeedNotification;
+ goto L_HelperNotification;
OnTimer6500:
if ($@ILLIA_STATUS < 254)
@@ -758,9 +758,9 @@ OnTimer6500:
set $@illia_players_in_luvia_territory, 0;
end;
-L_CheckHelperNeedNotification:
+L_HelperNotification:
if ($@illia_helper_index >= 4)
- goto L_CleanHelpersNotifications;
+ goto L_CleanHelpers;
set $@illia_helper$, $@illia_helpers$[$@illia_helper_index];
if (isloggedin(getcharid(3, $@illia_helper$)) == 0)
goto L_NextHelperToNotify;
@@ -778,9 +778,9 @@ L_CheckHelperNeedNotification:
L_NextHelperToNotify:
set $@illia_helper_index, $@illia_helper_index + 1;
- goto L_CheckHelperNeedNotification;
+ goto L_HelperNotification;
-L_CleanHelpersNotifications:
+L_CleanHelpers:
cleararray $@illia_helpers$, "", 3;
set $@illia_helper$, "";
set $@illia_helper_index,0;
diff --git a/world/map/npc/008-1/mikhail.txt b/world/map/npc/008-1/mikhail.txt
index 3c5f7679..bf804796 100644
--- a/world/map/npc/008-1/mikhail.txt
+++ b/world/map/npc/008-1/mikhail.txt
@@ -10,9 +10,9 @@
if (@state >= 6) goto L_Done;
if (@state == 5) goto L_Progress;
if (@state == 4) goto L_Start;
- goto L_Convince_Mikhail_First;
+ goto L_Con_Mik_First;
-L_Convince_Mikhail_First:
+L_Con_Mik_First:
mes "[Mikhail]";
mes "\"Hello... I'm supposed to be helping Bernard from the Inn but...\"";
mes "His eyes grow wide";
diff --git a/world/map/npc/009-1/old_man.txt b/world/map/npc/009-1/old_man.txt
index 5ce64ec1..ca3999ee 100644
--- a/world/map/npc/009-1/old_man.txt
+++ b/world/map/npc/009-1/old_man.txt
@@ -9,27 +9,27 @@
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;
+ if (@inspector == 1) goto L_Ask;
+ if (@inspector == 6) goto L_Accuse;
goto L_Close;
-L_NohMask_Ask:
+L_Ask:
menu
- "Have you seen anything strange lately?", L_NohMask_Ask_Nothing,
- "Do you know anything about the recent robberies?", L_NohMask_Ask_Nothing,
+ "Have you seen anything strange lately?", L_Ask_Nothing,
+ "Do you know anything about the recent robberies?", L_Ask_Nothing,
"I won't, thank you.", L_Close;
-L_NohMask_Ask_Nothing:
+L_Ask_Nothing:
mes "[Old Man]";
mes "\"I'm sorry, but I didn't see anything. You should ask my old woman.\"";
goto L_Close;
-L_NohMask_Accuse:
+L_Accuse:
menu
- "The leader of the troupe said you hung around them a lot while they were in town.", L_NohMask_Accuse_Respond,
+ "The leader of the troupe said you hung around them a lot while they were in town.", L_Accuse_Respond,
"I won't, thank you.", L_Close;
-L_NohMask_Accuse_Respond:
+L_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;
diff --git a/world/map/npc/009-2/airlia.txt b/world/map/npc/009-2/airlia.txt
index c7e52273..62c76e38 100644
--- a/world/map/npc/009-2/airlia.txt
+++ b/world/map/npc/009-2/airlia.txt
@@ -42,7 +42,7 @@
if (QUEST_Airlia == @Q_STATUS_INITIAL_FETCH_REWARDED) goto L_Rewarded;
if (QUEST_Airlia == @Q_STATUS_HELP_AIRLIA) goto L_Fetch;
- if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_Airlia_intro;
+ if (QUEST_Graveyard_Caretaker > @Q_STATUS_RECIEVED_FIRST_LETTER) goto L_intro;
goto L_Caretaker;
L_Caretaker:
@@ -52,12 +52,12 @@ L_Caretaker:
if (QUEST_Graveyard_Caretaker < @Q_STATUS_RECIEVED_FIRST_LETTER)
menu
"Sorry, no.", L_Next,
- "My what?", L_Caretaker_mount;
+ "My what?", L_mount;
if (QUEST_Graveyard_Caretaker == @Q_STATUS_RECIEVED_FIRST_LETTER)
menu
"Sorry, no.", L_Next,
- "I have a letter from your father.", L_Caretaker_first_reward,
- "My what?", L_Caretaker_mount;
+ "I have a letter from your father.", L_first_reward,
+ "My what?", L_mount;
goto L_Next;
L_Next:
@@ -65,12 +65,12 @@ L_Next:
mes "\"Nobody ever does...\"";
close;
-L_Caretaker_mount:
+L_mount:
// The mention of mounts will certainly gather some interest from players,
// this section may be extended.
close;
-L_Caretaker_first_reward:
+L_first_reward:
mes "[Airlia]";
mes "\"Oh! Thank you very, very much! Please take this for your trouble.\"";
if (@LETTER_REWARD_GOLD_INITIAL > 0)
@@ -82,7 +82,7 @@ L_Caretaker_first_reward:
set QUEST_Graveyard_Caretaker, @Q_STATUS_DELIVERED_FIRST_LETTER;
close;
-L_Caretaker_later_rewards:
+L_later_rewards:
mes "[Airlia]";
mes "\"Oh! Thank you very, very much! Please take this for your trouble.\"";
if (@LETTER_REWARD_GOLD > 0)
@@ -94,7 +94,7 @@ L_Caretaker_later_rewards:
set QUEST_Graveyard_Caretaker, @Q_STATUS_HAS_NO_NEW_LETTER;
close;
-L_Airlia_intro:
+L_intro:
mes "[Airlia]";
mes "\"My poor father, doomed to that awful cemetery.\"";
next;
@@ -112,7 +112,7 @@ L_Airlia_intro:
if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
menu
"...", L_Next3,
- "Oh, I have a letter from him.", L_Caretaker_later_rewards;
+ "Oh, I have a letter from him.", L_later_rewards;
goto L_Next3;
L_Next3:
@@ -121,8 +121,8 @@ L_Next3:
mes "Eventually, there will not be enough mana for them to rise again and they can be at rest. Do you believe this is true?\"";
next;
menu
- "I believe so, yes.", L_Airlia_intro_mana_loss,
- "Maybe...", L_Airlia_intro_mana_loss,
+ "I believe so, yes.", L_intro_mana_loss,
+ "Maybe...", L_intro_mana_loss,
"No, that is not proven.", L_Next1;
L_Next1:
@@ -130,38 +130,38 @@ L_Next1:
mes "\"Oh...\"";
close;
-L_Airlia_intro_mana_loss:
+L_intro_mana_loss:
mes "[Airlia]";
mes "\"When I am not working, I recruit help for the esteemed Fighters of the Undead, or FoU.";
mes "They are an official group effort of the Warriors' Guild and Magicians, you know, a very prestigious group.\"";
next;
menu
- "...", L_Airlia_intro_fou,
- "I have heard of them.", L_Airlia_intro_fou,
+ "...", L_intro_fou,
+ "I have heard of them.", L_intro_fou,
"Keep up the good work. I have to go now, bye.", L_Close;
-L_Airlia_intro_fou:
+L_intro_fou:
mes "[Airlia]";
mes "\"If we drain those evil creatures of their mana, I can get my father back. He is getting very old. Will you help us?\"";
next;
menu
- "Of course I will.", L_Airlia_intro_fight,
- "Sure, I guess.", L_Airlia_intro_fight,
+ "Of course I will.", L_intro_fight,
+ "Sure, I guess.", L_intro_fight,
"Thanks, but no thanks. I have other business to attend to.", L_Close;
-L_Airlia_intro_fight:
+L_intro_fight:
mes "[Airlia]";
mes "\"Great, just kill any of the undead creatures you can and bring me proof of your work, and I will put in a word for you with the guild.\"";
next;
menu
"I'm on it.", L_Next2,
- "What sort of proof?", L_Airlia_intro_proof;
+ "What sort of proof?", L_intro_proof;
L_Next2:
set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA;
goto L_Close;
-L_Airlia_intro_proof:
+L_intro_proof:
mes "[Airlia]";
mes "\"Let's say " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s. You don't know how much this means to me, thank you.\"";
set QUEST_Airlia, @Q_STATUS_HELP_AIRLIA;
@@ -184,7 +184,7 @@ L_Fetch:
if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
menu
"You are welcome.", L_Close,
- "I have another letter from your father.", L_Caretaker_later_rewards,
+ "I have another letter from your father.", L_later_rewards,
"I have collected the " + @FETCH_AMOUNT_INITIAL + " " + getitemname(@FETCH_LABEL_INITIAL$) + "s.", L_Fetch_initial_reward;
goto L_Close;
@@ -237,7 +237,7 @@ L_Rewarded:
if (QUEST_Graveyard_Caretaker == @Q_STATUS_HAS_NEW_LETTER)
menu
"You are welcome.", L_Close,
- "I have another letter from your father.", L_Caretaker_later_rewards,
+ "I have another letter from your father.", L_later_rewards,
"I have collected the " + @FETCH_AMOUNT + " " + getitemname(@FETCH_LABEL$) + "s.", L_Fetch_later_rewards;
goto L_Close;
diff --git a/world/map/npc/009-2/inspector.txt b/world/map/npc/009-2/inspector.txt
index 1effd16b..966fe45e 100644
--- a/world/map/npc/009-2/inspector.txt
+++ b/world/map/npc/009-2/inspector.txt
@@ -6,27 +6,27 @@
set @inspector, ((QUEST_Hurnscald & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT);
- if (@inspector == 0 && BaseLevel >= 30) goto L_NohMask_Start;
- if (@inspector == 1) goto L_NohMask_AskVillage;
- if (@inspector == 2) goto L_NohMask_OldWoman;
- if (@inspector == 3) goto L_NohMask_TheaterMask;
- if (@inspector == 4) goto L_NohMask_TravelingTroupe;
- if (@inspector == 5) goto L_NohMask_OldMan;
- if (@inspector == 6) goto L_NohMask_OldMan_2;
- if (@inspector == 7) goto L_NohMask_Alibi;
- if (@inspector == 8) goto L_NohMask_Alibi_2;
- if (@inspector == 9) goto L_NohMask_Alibi_3;
- if (@inspector == 10) goto L_NohMask_Satchel;
- if (@inspector == 11) goto L_NohMask_Basement;
- if (@inspector == 12) goto L_NohMask_Note;
- if (@inspector == 13) goto L_NohMask_TravelingTroupe_2;
- if (@inspector == 14) goto L_NohMask_Over;
- if (@inspector == 15) goto L_NohMask_End;
+ if (@inspector == 0 && BaseLevel >= 30) goto L_Start;
+ if (@inspector == 1) goto L_AskVillage;
+ if (@inspector == 2) goto L_OldWoman;
+ if (@inspector == 3) goto L_TheaterMask;
+ if (@inspector == 4) goto L_TravelingTroupe;
+ if (@inspector == 5) goto L_OldMan;
+ if (@inspector == 6) goto L_OldMan_2;
+ if (@inspector == 7) goto L_Alibi;
+ if (@inspector == 8) goto L_Alibi_2;
+ if (@inspector == 9) goto L_Alibi_3;
+ if (@inspector == 10) goto L_Satchel;
+ if (@inspector == 11) goto L_Basement;
+ if (@inspector == 12) goto L_Note;
+ if (@inspector == 13) goto L_TravelingTroupe_2;
+ if (@inspector == 14) goto L_Over;
+ if (@inspector == 15) goto L_End;
mes "[Inspector]";
mes "\"I'm sorry, but I'm busy looking into this string of robberies.\"";
goto L_Close;
-L_NohMask_Start:
+L_Start:
mes "\"Hmm...what to do.\"";
mes "He looks up and into your face.";
next;
@@ -34,78 +34,78 @@ L_NohMask_Start:
mes "\"You look capable, will you help me solve these robberies?\"";
next;
menu
- "Yes.", L_NohMask_Accept,
+ "Yes.", L_Accept,
"No.", L_Close;
-L_NohMask_Accept:
+L_Accept:
set @inspector, 1;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Ok then. I'd like you to ask the villagers about the recent string of robberies.\"";
goto L_Close;
-L_NohMask_AskVillage:
+L_AskVillage:
mes "[Inspector]";
mes "\"Please continue talking to the villagers.\"";
goto L_Close;
-L_NohMask_OldWoman:
+L_OldWoman:
mes "[Inspector]";
mes "\"Hm...I don't know if I trust her eyesight or memory. See if someone else knows anything.\"";
goto L_Close;
-L_NohMask_TheaterMask:
+L_TheaterMask:
set @inspector, 4;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Someone in a theater mask, eh? There was a traveling theater troupe in town recently, but they've moved on to Tulimshar. Please go talk to their leader about this.\"";
goto L_Close;
-L_NohMask_TravelingTroupe:
+L_TravelingTroupe:
mes "[Inspector]";
mes "\"Please go talk to the leader of the traveling troupe about the theater mask.\"";
goto L_Close;
-L_NohMask_OldMan:
+L_OldMan:
set @inspector, 6;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Hm...an old man? Could you interrogate him for me?\"";
goto L_Close;
-L_NohMask_OldMan_2:
+L_OldMan_2:
mes "[Inspector]";
mes "\"Have you talked with the old man yet?\"";
goto L_Close;
-L_NohMask_Alibi:
+L_Alibi:
mes "[Inspector]";
mes "\"Can you verify that with his wife?\"";
goto L_Close;
-L_NohMask_Alibi_2:
+L_Alibi_2:
set @inspector, 9;
callsub S_Update_Mask;
mes "[Inspector]";
mes "\"Hm...then it couldn't be him. I'm not sure where to go from here, maybe you can find something else. Try talking to everyone again.\"";
goto L_Close;
-L_NohMask_Alibi_3:
+L_Alibi_3:
mes "[Inspector]";
mes "\"Made any progress yet?\"";
goto L_Close;
-L_NohMask_Satchel:
+L_Satchel:
mes "[Inspector]";
mes "\"Then go north and investigate!\"";
goto L_Close;
-L_NohMask_Basement:
+L_Basement:
mes "[Inspector]";
mes "\"Did you look over the basement?\"";
goto L_Close;
-L_NohMask_Note:
+L_Note:
set @inspector, 13;
callsub S_Update_Mask;
mes "[Inspector]";
@@ -114,12 +114,12 @@ L_NohMask_Note:
mes "\"By the way, stay sharp! I may call upon you again.\"";
goto L_Close;
-L_NohMask_TravelingTroupe_2:
+L_TravelingTroupe_2:
mes "[Inspector]";
mes "\"Please return the mask to the traveling troupe.\"";
goto L_Close;
-L_NohMask_Over:
+L_Over:
set @inspector, 15;
callsub S_Update_Mask;
mes "[Inspector]";
@@ -128,7 +128,7 @@ L_NohMask_Over:
getexp 2500, 0;
goto L_Close;
-L_NohMask_End:
+L_End:
mes "[Inspector]";
mes "\"Remember to stay sharp. I might need your help on another case.\"";
goto L_Close;
diff --git a/world/map/npc/009-2/kfahr.txt b/world/map/npc/009-2/kfahr.txt
index 49e0c449..5e74a481 100644
--- a/world/map/npc/009-2/kfahr.txt
+++ b/world/map/npc/009-2/kfahr.txt
@@ -41,9 +41,9 @@
set @Q_needs_stinger, ((QUEST_Forestbow_state & NIBBLE_3_MASK) >> NIBBLE_3_SHIFT) > 1;
- if (@Q_status == @QS_KNIFE_QUEST) goto L_knife_quest_check;
+ if (@Q_status == @QS_KNIFE_QUEST) goto L_check;
- if (@Q_status == @QS_STINGER_QUEST) goto L_stinger_quest_check;
+ if (@Q_status == @QS_STINGER_QUEST) goto L_stinger_check;
if (@Q_status > @QS_NEWBIE) goto L_meet_again;
@@ -281,11 +281,11 @@ L_worm_bones:
L_worm_see_bones:
if (@Q_status == @QS_KNIFE_QUEST)
- goto L_boneknife_quest_ip;
+ goto L_bone_ip;
if (@Q_status > @QS_KNIFE_QUEST)
goto L_worm_continue2;
if (BaseLevel >= 40)
- goto L_boneknife_quest;
+ goto L_bone_quest;
mes "[Kfahr the Warrior]";
mes "\"Of course!\"";
@@ -580,9 +580,9 @@ L_tale_desert:
L_gain_power:
if ((@beer_count - @has_beer) < 1)
- goto L_listen_to_a_story_first;
+ goto L_story_first;
if (@Q_status < @QS_KNIFE_QUEST)
- goto L_boneknife_quest;
+ goto L_bone_quest;
mes "[Kfahr the Warrior]";
mes "\"Yeees, yes... doesn't everyone?\"";
@@ -591,19 +591,19 @@ L_gain_power:
next;
goto L_main_menu;
-L_listen_to_a_story_first:
+L_story_first:
mes "[Kfahr the Warrior]";
mes "\"That's the spirit! Perhaps you better listen to one of my tales, then!\"";
next;
goto L_main_menu;
-L_boneknife_quest:
+L_bone_quest:
if (@Q_status == @QS_KNIFE_QUEST)
- goto L_boneknife_quest_ip;
+ goto L_bone_ip;
if (@Q_status > @QS_KNIFE_QUEST)
- goto L_boneknife_quest_completed;
+ goto L_bone_completed;
if (BaseLevel < 40)
- goto L_boneknife_quest_tooweak;
+ goto L_bone_tooweak;
mes "[Kfahr the Warrior]";
mes "Kfahr stares at you for a moment, then nods.";
@@ -612,9 +612,9 @@ L_boneknife_quest:
set @Q_status, @QS_KNIFE_QUEST;
callsub L_Update_Var;
next;
- goto L_boneknife_quest_ip;
+ goto L_bone_ip;
-L_boneknife_quest_ip:
+L_bone_ip:
mes "[Kfahr the Warrior]";
mes "\"Bring me " + @BLACK_STINGERS_NR + " black scorpion stingers and " + @MUSHROOMS_NR + " small mushrooms to prove that you are a competent warrior, and I'll see if I have something for you.\"";
mes "He grins.";
@@ -624,35 +624,35 @@ L_boneknife_quest_ip:
next;
goto L_main_menu;
-L_boneknife_quest_completed:
+L_bone_completed:
mes "[Kfahr the Warrior]";
mes "\"I really don't have anything else I'd want to give away to make you stronger. Look around a bit yourself! You won't become a hero if you keep begging for help!\"";
next;
goto L_main_menu;
-L_boneknife_quest_tooweak:
+L_bone_tooweak:
mes "[Kfahr the Warrior]";
mes "\"You know, little one, if you keep practicing a little and come back once you're a bit stronger, I might have something for you...\"";
mes "He winks.";
next;
goto L_main_menu;
-L_knife_quest_check:
+L_check:
mes "[Kfahr the Warrior]";
mes "Kfahr eyes you with unconcealed amusement.";
mes "\"Welcome back! Did you bring me the things I asked for?\"";
next;
menu
- "Yes, here they are!", L_knife_quest_completecheck,
- "Er, what were those things again?", L_boneknife_quest_ip,
+ "Yes, here they are!", L_completecheck,
+ "Er, what were those things again?", L_bone_ip,
"No, sorry, I didn't have the time.", L_main_menu,
"I forgot! Let me get them right now.", L_end;
-L_knife_quest_completecheck:
+L_completecheck:
if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR)
- goto L_knife_quest_missing_stingers;
+ goto L_missing_stingers;
if (countitem("SmallMushroom") < @MUSHROOMS_NR)
- goto L_knife_quest_missing_mushrooms;
+ goto L_missing_mushrooms;
mes "[Kfahr the Warrior]";
mes "Kfahr is delighted.";
@@ -672,9 +672,9 @@ L_knife_quest_completecheck:
mes "I had the nomads make me a few of them, and I hardly use them nowadays, so I think I can part with this one.";
next;
if (countitem("BlackScorpionStinger") < @BLACK_STINGERS_NR)
- goto L_knife_quest_missing_stingers_2;
+ goto L_missing_stingers_2;
if (countitem("SmallMushroom") < @MUSHROOMS_NR)
- goto L_knife_quest_missing_mushrooms_2;
+ goto L_missing_mushrooms_2;
getinventorylist;
if (@inventorylist_count == 100) goto L_Knife_TooMany;
mes "[Kfahr the Warrior]";
@@ -696,7 +696,7 @@ L_Knife_TooMany:
mes "\"You don't have room for this. Come back when you do.\"";
close;
-L_knife_quest_missing_stingers:
+L_missing_stingers:
mes "[Kfahr the Warrior]";
mes "\"No, no... I said " + @BLACK_STINGERS_NR + " black scorpion stingers.";
if (countitem("BlackScorpionStinger"))
@@ -705,7 +705,7 @@ L_knife_quest_missing_stingers:
mes "You didn't bring even a single one!\"";
close;
-L_knife_quest_missing_stingers_2:
+L_missing_stingers_2:
mes "[Kfahr the Warrior]";
mes "\"You just had " + @BLACK_STINGERS_NR + " black scorpion stingers. What happened to them?";
if (countitem("BlackScorpionStinger"))
@@ -714,7 +714,7 @@ L_knife_quest_missing_stingers_2:
mes "You didn't bring even a single one!\"";
close;
-L_knife_quest_missing_mushrooms:
+L_missing_mushrooms:
mes "[Kfahr the Warrior]";
mes "\"No, no... I said " + @MUSHROOMS_NR + " small mushrooms.";
if (countitem("SmallMushroom"))
@@ -723,7 +723,7 @@ L_knife_quest_missing_mushrooms:
mes "You didn't bring me even a single little mushroom!\"";
close;
-L_knife_quest_missing_mushrooms_2:
+L_missing_mushrooms_2:
mes "[Kfahr the Warrior]";
mes "\"You just had " + @MUSHROOMS_NR + " small mushrooms. What happened to them?";
if (countitem("SmallMushroom"))
@@ -732,17 +732,17 @@ L_knife_quest_missing_mushrooms_2:
mes "You didn't bring me even a single little mushroom!\"";
close;
-L_stinger_quest_check:
+L_stinger_check:
mes "[Kfahr the Warrior]";
mes "Kfahr grins at you.";
mes "\"Welcome, welcome! Did you bring me my snake skins?\"";
next;
menu
- "Yes, here they are!", L_snakeskins_completecheck,
+ "Yes, here they are!", L_ss_cc,
"No, sorry, I didn't have the time.", L_main_menu,
"I forgot! Let me get them right now.", L_end;
-L_snakeskins_completecheck:
+L_ss_cc:
if (countitem("SnakeSkin") < @SNAKE_SKINS_NR)
goto L_snakeskins_missing;
getinventorylist;
@@ -831,11 +831,11 @@ L_player_out_of_beer:
L_golden_scorpion:
if (@Q_status > @QS_STINGER_QUEST)
- goto L_golden_scorpion_over_ask;
+ goto L_gs_over_ask;
if (@Q_status == @QS_STINGER_QUEST)
- goto L_golden_scorpion_ask_again;
+ goto L_gs_ask_again;
if (@Q_status == @QS_LOST_WRESTLING)
- goto L_golden_scorpion_wrestle_again;
+ goto L_gs_wrestle_again;
mes "[Kfahr the Warrior]";
mes "He grins.";
@@ -851,9 +851,9 @@ L_Next2:
if (BaseLevel < 60)
goto L_too_lowlevel_for_stinger;
if (@Q_status < @QS_KNIFE_QUEST)
- goto L_golden_requires_knife_quest;
+ goto L_golden_requires_quest;
if (@Q_status < @QS_KNIFE_QUEST_DONE)
- goto L_golden_requires_knife_quest_done;
+ goto L_golden_requires_done;
mes "\"Still, you are a warrior of repute. I'll consider giving it to you...\"";
next;
@@ -861,57 +861,57 @@ L_Next2:
mes "A mischievous sparkle lightens up in his eyes.";
mes "\"...if you arm-wrestle me for it!\"";
next;
- goto L_golden_scorpion_wrestle_intro;
+ goto L_gs_wrestle_intro;
-L_golden_scorpion_wrestle_intro:
+L_gs_wrestle_intro:
menu
"Never!", L_main_menu,
"Wait... what?", L_wrestle_explain,
- "Bring it on!", L_golden_scorpion_wrestle;
+ "Bring it on!", L_gs_wrestle;
-L_golden_requires_knife_quest_done:
+L_golden_requires_done:
mes "He hesitates.";
mes "\"But no, this is too valuable. Perhaps if you finish that other quest I gave you...?\".";
next;
goto L_main_menu;
-L_golden_requires_knife_quest:
+L_golden_requires_quest:
mes "He hesitates.";
mes "\"But no, this is too valuable. I think I should have you prove your worthiness with another quest first...\"";
next;
- goto L_boneknife_quest;
+ goto L_bone_quest;
L_wrestle_explain:
mes "[Kfahr the Warrior]";
mes "\"Arm wrestling! Arm against arm! And whoever is stronger wins! If you manage to defeat me, I'll give you a little quest for the stinger. How about it?\"";
next;
- goto L_golden_scorpion_wrestle_intro;
+ goto L_gs_wrestle_intro;
L_too_lowlevel_for_stinger:
mes "\"Well, I have one, but I can't just give it to anyone. Maybe if you train a little and become a worthy warrior I will consider giving it away...\"";
next;
goto L_main_menu;
-L_golden_scorpion_over_ask:
+L_gs_over_ask:
mes "[Kfahr the Warrior]";
mes "\"Is this about the stingers again? I already gave you a golden stinger, I'm not going to part with any more.\"";
next;
goto L_main_menu;
-L_golden_scorpion_ask_again:
+L_gs_ask_again:
mes "[Kfahr the Warrior]";
mes "\"This is about the stinger again, right? Well, just bring me " + @SNAKE_SKINS_NR + " snake skins, and you can have one.\"";
next;
goto L_main_menu;
-L_golden_scorpion_wrestle_again:
+L_gs_wrestle_again:
mes "[Kfahr the Warrior]";
mes "\"This is about the stinger again, eh? So you want to give it another try?\"";
mes "He grins broadly.";
next;
- goto L_golden_scorpion_wrestle;
+ goto L_gs_wrestle;
-L_golden_scorpion_wrestle:
+L_gs_wrestle:
mes "[Kfahr the Warrior]";
mes "You sit down. Both of you place your arms on the table, on opposing sides, and grab each other's hands.";
next;
diff --git a/world/map/npc/009-2/lena.txt b/world/map/npc/009-2/lena.txt
index 3917cec0..e151736b 100644
--- a/world/map/npc/009-2/lena.txt
+++ b/world/map/npc/009-2/lena.txt
@@ -10,8 +10,8 @@
if (@state >= 6) goto L_Lena_Done;
if (@state == 5) goto L_Lena_Success;
- if (@state == 4) goto L_Lena_Bandit_Leader_Fail;
- if (@state == 3) goto L_Lena_Bandit_Leader_Fail;
+ if (@state == 4) goto L_LBL_Fail;
+ if (@state == 3) goto L_LBL_Fail;
if (@state == 2) goto L_Lena_Bandit_Leader;
if (@state == 1) goto L_Lena_Fairy_Hat;
if (BaseLevel >= 30) goto L_Lena_Start;
@@ -58,7 +58,7 @@ L_Lena_Fairy_Hat:
next;
mes "\"Unfortunately, I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\"";
menu
- "Consider it done!", L_Lena_Bandit_Leader_Yes,
+ "Consider it done!", L_LBL_Yes,
"Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay;
L_Lena_NotEnough:
@@ -70,10 +70,10 @@ L_Lena_Bandit_Leader:
mes "[Lena]";
mes "\"I feel this bandit threat may have grown. Perhaps they are being lead? I noticed many of them seem to hang around a cave just west of Hurnscald. If you could defeat their leader I know they will become less of a threat to Hurnscald. I'll reward you with armor like mine if you do. Sound like something you could do?\"";
menu
- "Consider it done!", L_Lena_Bandit_Leader_Yes,
+ "Consider it done!", L_LBL_Yes,
"Woah there, that sounds a bit harder than what I can succeed at.", L_Lena_NoWay;
-L_Lena_Bandit_Leader_Yes:
+L_LBL_Yes:
set @state, 3;
callsub S_Update_Var;
areamonster "008-1",25,60,40,65,"Bandit",1064,3, "::";
@@ -87,7 +87,7 @@ L_Lena_NoWay:
mes "\"That is too bad. Feel free to return at any time. This bandit threat needs to be pushed back.\"";
goto L_Close;
-L_Lena_Bandit_Leader_Fail:
+L_LBL_Fail:
set @state, 3;
callsub S_Update_Var;
mes "[Lena]";
diff --git a/world/map/npc/009-2/peter.txt b/world/map/npc/009-2/peter.txt
index 818f09cf..0eaf4ced 100644
--- a/world/map/npc/009-2/peter.txt
+++ b/world/map/npc/009-2/peter.txt
@@ -39,7 +39,7 @@ L_Peter_Chain_Mail:
set @peter_crafting_iron_ingot, @peter_chain_mail_ingot;
set @peter_crafting_money, @peter_chain_mail_money;
set @peter_crafting_item$, "ChainmailShirt";
- callsub S_Peter_Get_Smithery_Item;
+ callsub S_Smithery_Item;
goto L_Close;
L_Peter_Light_Plate:
@@ -47,7 +47,7 @@ L_Peter_Light_Plate:
set @peter_crafting_iron_ingot, @peter_light_plate_ingot;
set @peter_crafting_money, @peter_light_plate_money;
set @peter_crafting_item$, "LightPlatemail";
- callsub S_Peter_Get_Smithery_Item;
+ callsub S_Smithery_Item;
goto L_Close;
L_Peter_Warlord_Plate:
@@ -55,7 +55,7 @@ L_Peter_Warlord_Plate:
set @peter_crafting_iron_ingot, @peter_warlord_plate_ingot;
set @peter_crafting_money, @peter_warlord_plate_money;
set @peter_crafting_item$, "WarlordPlate";
- callsub S_Peter_Get_Smithery_Item;
+ callsub S_Smithery_Item;
goto L_Close;
L_Peter_New_Skills:
@@ -75,10 +75,10 @@ L_Peter_Warlord_Boots:
set @peter_crafting_iron_ingot, @peter_warlord_boots_ingot;
set @peter_crafting_money, @peter_warlord_boots_money;
set @peter_crafting_item$, "WarlordBoots";
- callsub S_Peter_Get_Smithery_Item;
+ callsub S_Smithery_Item;
goto L_Close;
-S_Peter_Get_Smithery_Item:
+S_Smithery_Item:
if (Zeny < @peter_crafting_money)
goto L_Peter_NotEnough_Zeny;
if (countitem("IronIngot") < @peter_crafting_iron_ingot)
diff --git a/world/map/npc/009-2/wyara.txt b/world/map/npc/009-2/wyara.txt
index c6875740..3b14a178 100644
--- a/world/map/npc/009-2/wyara.txt
+++ b/world/map/npc/009-2/wyara.txt
@@ -27,8 +27,8 @@
set @has_magic, getskilllv(SKILL_MAGIC);
- if (@Q_status == @STATUS_PURIFY_ONCE) goto L_Magic_purify_once;
- if (@Q_status == @STATUS_PURIFY_TWICE) goto L_Magic_purify_done;
+ if (@Q_status == @STATUS_PURIFY_ONCE) goto L_M_purify_once;
+ if (@Q_status == @STATUS_PURIFY_TWICE) goto L_M_purify_done;
mes "[Wyara the witch]";
if (!Sex)
@@ -200,7 +200,7 @@ L_Q_auldsbel:
next;
goto L_Main;
-L_Magic_no:
+L_M_no:
mes "[Wyara the Witch]";
mes "\"I am sorry, but you don't seem to be able to control any magic. That means that I really can't help you with that.\"";
next;
@@ -208,20 +208,20 @@ L_Magic_no:
L_Magic:
if (!@has_magic)
- goto L_Magic_no;
+ goto L_M_no;
mes "[Wyara the Witch]";
mes "\"Perhaps I can help you a little, but I am not a master of any school of magic.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_main:
+L_M_main:
menu
- "Can you explain magic to me?", L_Magic_explain,
- "Can you teach me a spell?", L_Magic_spell,
- "Can you train me?", L_Magic_train,
+ "Can you explain magic to me?", L_M_explain,
+ "Can you teach me a spell?", L_M_spell,
+ "Can you train me?", L_M_train,
"Never mind.", L_Main;
-L_Magic_explain:
+L_M_explain:
mes "[Wyara the Witch]";
mes "\"Magic is just a name for the force that lives in all plants and animals and emanates from there into all things, living or dead.\"";
next;
@@ -231,76 +231,76 @@ L_Magic_explain:
mes "[Wyara the Witch]";
mes "\"There are different kinds of magic, too; nature, astral, and so on, but if this interests you, you should talk to a scholar.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_spell:
+L_M_spell:
if (getskilllv(SKILL_MAGIC_NATURE) > 1)
- goto L_Magic_spell3;
+ goto L_M_spell3;
if (getskilllv(SKILL_MAGIC) > 1)
- goto L_Magic_spell2;
+ goto L_M_spell2;
mes "[Wyara the Witch]";
mes "\"No... I don't think that you are ready yet. But please ask me again when you have some more control over your magical powers.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_spell3:
+L_M_spell3:
mes "[Wyara the Witch]";
mes "\"Now that you know the basics of nature magic, here is one of my favourites: '" + getspellinvocation("rain") + "' will summon rain, whereever you are standing. It will consume a bottle of water, though.\"";
if (getskilllv(SKILL_MAGIC) < 2)
mes "\"You are not powerful enough to use it yet, though; you will first have to absorb more magic from the mana seed.\"";
next;
- goto L_Magic_spell2;
+ goto L_M_spell2;
-L_Magic_spell2:
+L_M_spell2:
mes "[Wyara the Witch]";
mes "\"Here is another useful one: '" + getspellinvocation("detect-players") + "'. It will tell you the names of everyone nearby, but beware that there are ways to protect against it.\"";
if (getskilllv(SKILL_MAGIC) < 2)
mes "\"Hmm. You aren't powerful enough for this one either yet, I think.\"";
next;
if (!(getpartnerid2()))
- goto L_Magic_main;
+ goto L_M_main;
mes "[Wyara the Witch]";
mes "\"Married partners can find each other even more easily. Use the '" + getspellinvocation("sense-spouse") + "' spell instead.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_train:
+L_M_train:
if (getskilllv(SKILL_MAGIC_NATURE) > 1)
- goto L_Magic_train_no;
+ goto L_M_train_no;
mes "[Wyara the Witch]";
if (@Q_status >= @STATUS_PURIFY_EXPLAINED)
- goto L_Magic_train_wb;
+ goto L_M_train_wb;
mes "\"Train you? No... you should talk to Sagatha.\"";
mes "She hesitates.";
next;
callfunc "SagathaStatus";
- if (@evil) goto L_Magic_train_evil;
+ if (@evil) goto L_M_train_evil;
mes "[Wyara the Witch]";
mes "\"It would be difficult to ask her to accept you unless you understand some of the basics already.\"";
next;
- goto L_Magic_train_dispatch;
+ goto L_M_train_dispatch;
-L_Magic_train_evil:
+L_M_train_evil:
mes "Wyara looks at you sadly.";
mes "\"I have heard that you have done something unforgiveable. No witch in this land will teach you now.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_train_wb:
+L_M_train_wb:
callfunc "SagathaStatus";
if (@evil)
- goto L_Magic_train_evil;
+ goto L_M_train_evil;
mes "\"Ah, yes, your training...\"";
next;
- goto L_Magic_train_dispatch;
+ goto L_M_train_dispatch;
-L_Magic_train_dispatch:
+L_M_train_dispatch:
if (@Q_status == @STATUS_PURIFY_TWICE)
- goto L_Magic_purify_done;
+ goto L_M_purify_done;
if (@Q_status == @STATUS_PURIFY_ONCE)
- goto L_Magic_purify_once;
+ goto L_M_purify_once;
if (@Q_status == @STATUS_PURIFY_EXPLAINED)
- goto L_Magic_purify_explained;
+ goto L_M_purify_explained;
mes "[Wyara the Witch]";
mes "\"Well, let me help you get started, then! But first, to make sure that you are serious, I have a small task for you.\"";
@@ -313,60 +313,60 @@ L_Magic_train_dispatch:
next;
set @Q_status, @STATUS_PURIFY_EXPLAINED;
callsub S_update_var;
- goto L_Magic_purify_explained;
+ goto L_M_purify_explained;
-L_Magic_purify_explained:
+L_M_purify_explained:
if (countitem("PurificationPotion"))
- goto L_Magic_purify_doit;
+ goto L_M_purify_doit;
mes "[Wyara the Witch]";
mes "\"To make the purification potion, I will need twenty maggot slimes and twenty leaves of mauve.\"";
next;
menu
- "I shall get them later.", L_Magic_main,
- "Booring.", L_Magic_main,
+ "I shall get them later.", L_M_main,
+ "Booring.", L_M_main,
"Here they are.", L_Next;
L_Next:
getinventorylist;
if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20))
- goto L_Magic_purify_nospace;
+ goto L_M_purify_nospace;
if (countitem("MauveHerb") < 20)
- goto L_Magic_purify_lacking;
+ goto L_M_purify_lacking;
if (countitem("MaggotSlime") < 20)
- goto L_Magic_purify_lacking;
+ goto L_M_purify_lacking;
delitem "MauveHerb", 20;
delitem "MaggotSlime", 20;
getitem "PurificationPotion", 1;
mes "[Wyara the Witch]";
mes "Wyara grinds the leaves and mixes them with the slime, boils them, then speaks a brief incantation over them and hands you the result.";
next;
- goto L_Magic_purify_doit;
+ goto L_M_purify_doit;
-L_Magic_purify_doit:
+L_M_purify_doit:
mes "[Wyara the Witch]";
mes "\"Take your purification potion to the pond, right next to its center, and pour the potion in.\"";
close;
-L_Magic_purify_nospace:
+L_M_purify_nospace:
mes "[Wyara the Witch]";
mes "\"You don't have enough space to carry the potion. Please come back later.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_purify_lacking:
+L_M_purify_lacking:
mes "[Wyara the Witch]";
mes "\"You'll need twenty mauve leaves and twenty maggot slimes for the potion.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_purify_once:
+L_M_purify_once:
mes "[Wyara the Witch]";
mes "Wyara nods.";
mes "\"You have purified the pond a little, but not enough, I think. We'll need another potion.\"";
next;
if (countitem("PurificationPotion"))
- goto L_Magic_purify_doit2;
+ goto L_M_purify_doit2;
mes "[Wyara the Witch]";
mes "\"I'll need twenty more maggot slimes and leaves of mauve.\"";
next;
@@ -378,25 +378,25 @@ L_Magic_purify_once:
L_Next1:
getinventorylist;
if ((@inventorylist_count == 100) && (countitem("MauveHerb") > 20) && (countitem("MaggotSlime") > 20))
- goto L_Magic_purify_nospace;
+ goto L_M_purify_nospace;
if (countitem("MauveHerb") < 20)
- goto L_Magic_purify_lacking;
+ goto L_M_purify_lacking;
if (countitem("MaggotSlime") < 20)
- goto L_Magic_purify_lacking;
+ goto L_M_purify_lacking;
delitem "MauveHerb", 20;
delitem "MaggotSlime", 20;
getitem "PurificationPotion", 1;
mes "[Wyara the Witch]";
mes "Wyara brews another purification potion.";
next;
- goto L_Magic_purify_doit2;
+ goto L_M_purify_doit2;
-L_Magic_purify_doit2:
+L_M_purify_doit2:
mes "[Wyara the Witch]";
mes "\"Please apply this one quickly, again.\"";
close;
-L_Magic_purify_done:
+L_M_purify_done:
mes "[Wyara the Witch]";
mes "Wyara smiles at you.";
mes "\"A friend told me... you have saved the pond for now. Perhaps it will need some more attention later, but I'll ask others for this.\"";
@@ -406,7 +406,7 @@ L_Magic_purify_done:
next;
menu
"Very well.", L_Next2,
- "No way!", L_Magic_purify_abort;
+ "No way!", L_M_purify_abort;
L_Next2:
mes "[Wyara the Witch]";
@@ -430,29 +430,29 @@ L_Next2:
callsub S_update_var;
close;
-L_Magic_purify_abort:
+L_M_purify_abort:
mes "[Wyara the Witch]";
mes "\"I can't help you if you don't subject yourself to the ritual.\"";
close;
-L_Magic_train_no:
+L_M_train_no:
mes "[Wyara the Witch]";
mes "\"I can't teach you anything at this time. Perhaps Sagatha can help you, but I'm not sure if she will accept you as a student.\"";
next;
- goto L_Magic_train_sagatha;
+ goto L_M_train_sagatha;
-L_Magic_train_sagatha:
+L_M_train_sagatha:
menu
- "OK.", L_Magic_main,
+ "OK.", L_M_main,
"How can I convince her to accept me?", L_Next3;
L_Next3:
callfunc "SagathaStatus";
mes "[Wyara the Witch]";
if (@evil)
- goto L_Magic_train_sagatha_fail;
+ goto L_M_train_s_fail;
if (getskilllv(SKILL_MAGIC) < 2)
- goto L_Magic_train_sagatha_lvl1;
+ goto L_M_train_s_lvl1;
if (@good > 1)
mes "\"Come to think of it, I have heard good things about you. Perhaps she will be willing to accept you as a student now?\"";
if (@good == 1)
@@ -461,7 +461,7 @@ L_Next3:
mes "\"Sagatha cares greatly about all living creatures, but particularly about the creatures of the forest. If you are kind to them, she will be more likely to be kind to you.\"";
next;
if (@druid == 3)
- goto L_Magic_main;
+ goto L_M_main;
mes "[Wyara the Witch]";
mes "She smiles.";
mes "\"Actually, I think I know of a good thing you could do. There is a very special tree in the desert south-east of Tulimshar, a tree that has been there for a very long time.\"";
@@ -471,9 +471,9 @@ L_Next3:
next;
set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_DRUIDTREE;
menu
- "What is that tree?", L_Magic_train_tree_backgd,
+ "What is that tree?", L_M_train_t_backgd,
"How should I tend to it?", L_Next4,
- "Nah.", L_Magic_main;
+ "Nah.", L_M_main;
L_Next4:
mes "[Wyara the Witch]";
@@ -483,9 +483,9 @@ L_Next4:
mes "She hesitates for a moment.";
mes "\"But stay away from the well in the area. There is no water in there anymore, and it's also dangerous.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_train_tree_backgd:
+L_M_train_t_backgd:
mes "[Wyara the Witch]";
mes "\"Many generations ago, there was a lush, green oasis in the desert south-east of Tulimshar. Plants of all kinds grew there, and many animals, including mouboos, made this place their home.\"";
next;
@@ -516,40 +516,40 @@ L_Magic_train_tree_backgd:
mes "[Wyara the Witch]";
mes "\"Please give him water, for he is always in need of it, and thank him for his sacrifice. It is all we can do for him now.\"";
next;
- goto L_Magic_tree_menu;
+ goto L_M_t_menu;
-L_Magic_tree_menu:
+L_M_t_menu:
menu
- "How should I give him water?", L_Magic_tree_water,
- "How should I thank him?", L_Magic_tree_remind,
- "I will.", L_Magic_main,
- "No.", L_Magic_main;
+ "How should I give him water?", L_M_t_water,
+ "How should I thank him?", L_M_t_remind,
+ "I will.", L_M_main,
+ "No.", L_M_main;
-L_Magic_tree_water:
+L_M_t_water:
mes "[Wyara the Witch]";
mes "\"A bottle of water would probably not be enough. No, you would have to water the ground all around... that's too many bottles. You will have to get water from elsewhere.\"";
next;
- goto L_Magic_tree_menu;
+ goto L_M_t_menu;
-L_Magic_tree_remind:
+L_M_t_remind:
mes "[Wyara the Witch]";
mes "\"Give him a sign of affection. Something that works with a tree, but also something that humans might do to each other, to remind him of his days as a human.\"";
next;
mes "[Wyara the Witch]";
mes "\"Yes... that would be important. Show your affection in the same way that you might towards a human.\"";
next;
- goto L_Magic_tree_menu;
+ goto L_M_t_menu;
-L_Magic_train_sagatha_fail:
+L_M_train_s_fail:
mes "She shakes her head.";
mes "\"No... from what I have heard, you have done something unforgivable. I very much doubt that you can be her student now, and I won't teach you any further either.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
-L_Magic_train_sagatha_lvl1:
+L_M_train_s_lvl1:
mes "\"Well, you're still a bit of a beginner, so I don't think she will accept you yet. Maybe you can absorb some more power from the mana seed? If you can grow your magical powers a little, I might be able to help you.\"";
next;
- goto L_Magic_main;
+ goto L_M_main;
L_Close:
close;
diff --git a/world/map/npc/009-4/orum.txt b/world/map/npc/009-4/orum.txt
index 84afced4..df9ac2d9 100644
--- a/world/map/npc/009-4/orum.txt
+++ b/world/map/npc/009-4/orum.txt
@@ -384,7 +384,7 @@ L_Still_Gathering:
mes "[Orum]";
mes "\"Have you finished gathering those things yet?\"";
menu
- "I believe I have!", L_Finished_Gathering_More,
+ "I believe I have!", L_F_Gather_More,
"I lost my list... again.", L_List_Materials_More,
"I've almost got them all.", L_Next8;
@@ -406,13 +406,13 @@ L_List_Materials_More:
mes "\"And try not to lose this one. I don't have much more to write on!\"";
goto L_Close;
-L_Finished_Gathering_More:
+L_F_Gather_More:
if (countitem("IronPowder") < @BT_IRONPOWDER ||
countitem("PileOfAsh") < @BT_PILESOFASH ||
countitem("GambogeHerb") < @BT_HERBS ||
countitem("AlizarinHerb") < @BT_HERBS ||
countitem("CobaltHerb") < @BT_HERBS)
- goto L_Missing_Materials_More;
+ goto L_Missing_Mats_M;
delitem "IronPowder", @BT_IRONPOWDER;
delitem "PileOfAsh", @BT_PILESOFASH;
@@ -440,7 +440,7 @@ L_Finished_Gathering_More:
set OrumQuest, 8;
goto L_Close;
-L_Missing_Materials_More:
+L_Missing_Mats_M:
mes "Orum carefully looks over all of the items then squints his eyes at you.";
next;
mes "[Orum]";
@@ -490,7 +490,7 @@ L_More_Powder_Make:
countitem("GambogeHerb") < @BT_HERBS ||
countitem("AlizarinHerb") < @BT_HERBS ||
countitem("CobaltHerb") < @BT_HERBS)
- goto L_Missing_Materials_More;
+ goto L_Missing_Mats_M;
delitem "IronPowder", @BT_IRONPOWDER;
delitem "PileOfAsh", @BT_PILESOFASH;
diff --git a/world/map/npc/010-2/loratay.txt b/world/map/npc/010-2/loratay.txt
index c2fa1062..ef85fc36 100644
--- a/world/map/npc/010-2/loratay.txt
+++ b/world/map/npc/010-2/loratay.txt
@@ -47,17 +47,17 @@ OnInit:
setarray @item_colors$, "red", "green", "dark blue", "yellow", "light blue", "pink", "black", "orange", "purple", "dark green", "white";
set @wg_state, ((QUEST_WG_state & BYTE_0_MASK) >> BYTE_0_SHIFT);
- if (@loratay_asking_robe == 1) goto L_ExamineSorcererRobe;
+ if (@loratay_asking_robe == 1) goto L_ExamineSR;
if (@wg_state == 10) goto L_agostine_menu;
if (@wg_state == 11 || @wg_state == 12) goto L_regular_intro;
- if (@wg_state == 13) goto L_proposal_intro;
- if (@wg_state == 14) goto L_proposal_show_materials;
- if (@wg_state == 15) goto L_proposal_search_items;
- if (@wg_state == 16) goto L_proposal_retrieve_design;
- if (@wg_state == 17) goto L_proposal_bringing_design;
- if (@wg_state == 18) goto L_proposal_wait_dress_finished;
- if (@wg_state == 19) goto L_proposal_dress_finished;
- if (@wg_state >= 20 && @wg_state < 23) goto L_proposal_deliver_dress;
+ if (@wg_state == 13) goto L_intro;
+ if (@wg_state == 14) goto L_show_materials;
+ if (@wg_state == 15) goto L_search_items;
+ if (@wg_state == 16) goto L_retrieve_design;
+ if (@wg_state == 17) goto L_bringing_design;
+ if (@wg_state == 18) goto L_wait_dress_finished;
+ if (@wg_state == 19) goto L_dress_finished;
+ if (@wg_state >= 20 && @wg_state < 23) goto L_deliver_dress;
if (@wg_state >= 23) goto L_regular_intro;
set @t, rand(3);
@@ -284,7 +284,7 @@ L_main_menu:
"Can you make winter gloves me?", L_Fur,
"Can you sew a robe for me?", L_robe,
"Can you make a desert hat for me?", L_desert_hat,
- "Can you enhance a sorcerer robe with another line color?", L_sorcerer_robe_linecolor,
+ "Can you enhance a sorcerer robe with another line color?", L_sr_linecolor,
"Goodbye for now.", L_end;
L_Fur:
@@ -341,13 +341,13 @@ L_Next2:
callfunc "setWGState";
goto L_Close;
-L_proposal_intro:
+L_intro:
mes "Lora Tay seems lost in her thoughts... ";
menu
"Sorry to disturb you, but...", L_main_menu,
"I better go talk to Agostine.", L_end;
-L_proposal_show_materials:
+L_show_materials:
mes "[Lora Tay the Seamstress]";
mes "\"Did you talk to Agostine about his idea?\"";
next;
@@ -374,9 +374,9 @@ L_Next4:
mes "\"I will fix them, but I cannot use normal threading to fix these materials.";
mes "I will need a soft thin thread so I won't spoil the textures.\"";
next;
- goto L_proposal_search_items;
+ goto L_search_items;
-L_proposal_search_items:
+L_search_items:
mes "[Lora Tay the Seamstress]";
mes "\"Please bring me " + @FINEDRESS_COCOONS + " silk cocoons.";
mes "This should cover the materials needed, and will leave extra for sewing the pieces together later on.\"";
@@ -384,7 +384,7 @@ L_proposal_search_items:
menu
"I will go get them right away!", L_Next5,
- "Here you are.", L_proposal_give_items,
+ "Here you are.", L_give_items,
@FINEDRESS_COCOONS+" silk cocoons for a dress? Find somebody else.", L_end;
L_Next5:
@@ -392,14 +392,14 @@ L_Next5:
callfunc "setWGState";
goto L_Close;
-L_proposal_not_enough_items:
+L_not_enough_items:
mes "[Lora Tay the Seamstress]";
mes "\"This is not funny. I need " + @FINEDRESS_COCOONS + " silk cocoons. No less.";
goto L_Close;
-L_proposal_give_items:
+L_give_items:
if (countitem ("SilkCocoon") < @FINEDRESS_COCOONS)
- goto L_proposal_not_enough_items;
+ goto L_not_enough_items;
delitem "SilkCocoon", @FINEDRESS_COCOONS;
set @wg_state, 16;
callfunc "setWGState";
@@ -409,9 +409,9 @@ L_proposal_give_items:
mes "While I do this, you will need to go get the design drawings from Agostine...";
mes "Every tailor puts their designs on paper before they forget about it.\"";
next;
- goto L_proposal_retrieve_design;
+ goto L_retrieve_design;
-L_proposal_retrieve_design:
+L_retrieve_design:
mes "[Lora Tay the Seamstress]";
mes "\"May you go retrieve the design from Agostine?\"";
next;
@@ -419,7 +419,7 @@ L_proposal_retrieve_design:
"Certainly I'll be back soon!", L_Close,
"Actually I want something else...", L_main_menu;
-L_proposal_bringing_design:
+L_bringing_design:
mes "[Lora Tay the Seamstress]";
mes "\"Welcome back, did you get the drawings I requested?\"";
next;
@@ -433,20 +433,20 @@ L_Next6:
next;
set @wg_state, 18;
callfunc "setWGState";
- goto L_proposal_wait_dress_finished;
+ goto L_wait_dress_finished;
-L_proposal_wait_dress_finished:
+L_wait_dress_finished:
// Sets @time_start to the current time
// if not set yet, or if the player logged off.
if (@time_start == 0) set @time_start, gettimetick(2);
if (gettimetick(2) - @time_start > 30)
- goto L_proposal_dress_finished;
+ goto L_dress_finished;
mes "[Lora Tay the Seamstress]";
mes "\"It will take some time to have the dress finished.";
mes "Meanwhile, why don't you go take some air outside?\"";
goto L_Close;
-L_proposal_dress_finished:
+L_dress_finished:
set @wg_state, 19;
callfunc "setWGState";
mes "[Lora Tay the Seamstress]";
@@ -475,7 +475,7 @@ L_Next8:
callfunc "setWGState";
goto L_Close;
-L_proposal_deliver_dress:
+L_deliver_dress:
mes "[Lora Tay the Seamstress]";
mes "\"Please take the unfinished dress to him so he may finish the edges with the cloth.\"";
menu
@@ -691,9 +691,9 @@ L_tanktop_menu:
L_tanktop_short:
if (countitem ("CottonCloth") < 5)
- goto L_tanktop_insufficient_cloth;
+ goto L_tanktop_ins_cloth;
if (Zeny < 1000)
- goto L_tanktop_insufficient_Zeny;
+ goto L_tanktop_ins_Zeny;
getinventorylist;
if (@inventorylist_count == 100 && countitem("CottonCloth") > 5)
goto L_TooMany;
@@ -710,9 +710,9 @@ L_tanktop_short:
L_tanktop_long:
if (countitem ("CottonCloth") < 6)
- goto L_tanktop_insufficient_cloth;
+ goto L_tanktop_ins_cloth;
if (Zeny < 1000)
- goto L_tanktop_insufficient_Zeny;
+ goto L_tanktop_ins_Zeny;
getinventorylist;
if (@inventorylist_count == 100 && countitem("CottonCloth") > 6)
goto L_TooMany;
@@ -725,13 +725,13 @@ L_tanktop_long:
next;
goto L_tanktop_menu;
-L_tanktop_insufficient_cloth:
+L_tanktop_ins_cloth:
mes "[Lora Tay the Seamstress]";
mes "\"No, no, no, count again-- how much Cotton Cloth did I say I needed? That's not enough.\"";
next;
goto L_tanktop_menu;
-L_tanktop_insufficient_Zeny:
+L_tanktop_ins_Zeny:
mes "[Lora Tay the Seamstress]";
mes "As you note that you don't have enough GP on you, Lora rolls her eyes.";
mes "\"I don't work for free, you know. I already gave you a discounted peasant price.\"";
@@ -814,7 +814,7 @@ L_Next12:
if (countitem("SilkSheet") < @ROBE_SHEETS_NR)
goto L_robe_missing_sheets;
if (Zeny < @ROBE_SHEETS_ZENY)
- goto L_robe_sheet_missing_Zeny;
+ goto L_r_sh_miss_zeny;
getinventorylist;
if (@inventorylist_count == 100 && countitem("SilkSheet") > @ROBE_SHEETS_NR)
goto L_TooMany;
@@ -867,7 +867,7 @@ L_robe_missing_sheets:
next;
goto L_main_menu;
-L_robe_sheet_missing_Zeny:
+L_r_sh_miss_zeny:
mes "[Lora Tay the Seamstress]";
mes "\"No, no no. The way this works is that you give me the GP first and I give you the robe afterwards. You're " + (@ROBE_SHEETS_ZENY - Zeny) + " GP short, so come back when you can afford the robe!\"";
next;
@@ -908,7 +908,7 @@ L_TooMany:
mes "\"You don't have anywhere to put this. Come back when you have more room.\"";
goto L_Close;
-L_sorcerer_robe_linecolor:
+L_sr_linecolor:
mes "[Lora Tay the Seamstress]";
mes "\"Hmm, this has a line sewed on it already. I don't see another way than remove it and sew a new one.";
mes "That is quite a difficult work... for a casual tailor of course. I'll do that in a heart beat.\"";
@@ -920,28 +920,28 @@ L_sorcerer_robe_linecolor:
set @loratay_asking_robe, 1;
goto L_Close;
-L_ExamineSorcererRobe:
+L_ExamineSR:
set @loratay_asking_robe, 0;
mes "[Lora Tay the Seamstress]";
mes "\"Let's see...\"";
next;
set @chest_equip_id, getequipid(equip_torso);
- callsub S_Get_SorcererRobeColors;
+ callsub S_Get_SRColors;
mes "Lora Tay takes a closer look at what you are wearing.";
next;
mes "[Lora Tay the Seamstress]";
mes "\"Hmm. This " + @item_colors$[@current_linecolor] + " lined " + @item_colors$[@current_maincolor] + " sorcerer robe. I see. Is that ok?\"";
if (@current_maincolor == -1 || @current_linecolor == -1)
- goto L_NotSorcererRobe;
+ goto L_NotSR;
menu
- "Yes, that's fine. Take this one.", L_ChooseSorcererLineColor,
- "No, I changed my mind.", L_CleanSorcererRobe;
+ "Yes, that's fine. Take this one.", L_ChooseSRLineColor,
+ "No, I changed my mind.", L_CleanSR;
-L_NotSorcererRobe:
+L_NotSR:
mes "\"This isn't a Sorcerer Robe dear. Stop taking me for a fool.\"";
- goto L_CleanSorcererRobe;
+ goto L_CleanSR;
-L_ChooseSorcererLineColor:
+L_ChooseSRLineColor:
// Unequip the robe, just to simulate Lora Tay really took it
unequipbyid(equip_torso);
mes "[Lora Tay the Seamstress]";
@@ -969,22 +969,22 @@ L_ItemMenus2:
if (countitem(@cotton_cloth_id) < 2)
goto L_NoColoredCottonCloth;
if (@current_linecolor == @chosen_color)
- goto L_SorcererRobe_SameColor;
- callsub S_Get_NewSorcererRobeId;
+ goto L_SR_SameColor;
+ callsub S_Get_NewSRId;
// Should not happen since it has been checked the player submitted a sorcerer robe
- if (@new_sorcerer_robe_id == 0)
+ if (@new_sr_id == 0)
goto L_end;
if (Zeny < @SORCERER_ROBE_SEW_ZENY)
- goto L_SorcererRobe_NoZeny;
+ goto L_SR_NoZeny;
if (countitem(@chest_equip_id) == 0)
- goto L_SorcererRobe_Vanished;
+ goto L_SR_Vanished;
delitem @cotton_cloth_id, @SORCERER_ROBE_NUM_COTTON_CLOTH;
// Since we delete an unstackable item, we don't need to check
// for an available inventory slot.
delitem @chest_equip_id, 1;
set Zeny, Zeny - @SORCERER_ROBE_SEW_ZENY;
- getitem @new_sorcerer_robe_id, 1;
+ getitem @new_sr_id, 1;
mes "Lora Tay adjusts her glasses and removes carefully the " + @item_colors$[@current_linecolor] + " string of the robe.";
mes "Then she grabs the " + @item_colors$[@chosen_color] + " cotton cloth, unfolds it and pins her needle in it.";
next;
@@ -997,40 +997,40 @@ L_ItemMenus2:
mes "[Lora Tay the Seamstress]";
mes "\"There you are dear. I have to say I made a perfect job... As always.";
mes "I hope you'll enjoy your new robe.\"";
- goto L_CleanSorcererRobe;
+ goto L_CleanSR;
-L_SorcererRobe_SameColor:
+L_SR_SameColor:
mes "[Lora Tay the Seamstress]";
mes "\"Are you blind? Your robe is already of this color dear!\"";
- goto L_CleanSorcererRobe;
+ goto L_CleanSR;
-L_SorcererRobe_Vanished:
+L_SR_Vanished:
mes "Lora Tay adjusts her glasses and looks around, as if something was missing.";
next;
mes "[Lora Tay the Seamstress]";
mes "\"Uh? Where is your sorcerer robe?\"";
- goto L_CleanSorcererRobe;
+ goto L_CleanSR;
-S_Get_NewSorcererRobeId:
+S_Get_NewSRId:
if (@chosen_color == 0 && @current_maincolor == 10)
- set @new_sorcerer_robe_id, 798;
+ set @new_sr_id, 798;
if (@chosen_color == 0 && @current_maincolor < 10)
- set @new_sorcerer_robe_id, 2220 + @current_maincolor;
+ set @new_sr_id, 2220 + @current_maincolor;
if (@chosen_color > 0)
- set @new_sorcerer_robe_id, 5000 + @current_maincolor + (@chosen_color-1)*11;
+ set @new_sr_id, 5000 + @current_maincolor + (@chosen_color-1)*11;
return;
L_NoColoredCottonCloth:
mes "[Lora Tay the Seamstress]";
mes "\"You don't seem to own enough Cotton Cloth of this color. I need " + @SORCERER_ROBE_NUM_COTTON_CLOTH + " of them. Too bad.\"";
- goto L_CleanSorcererRobe;
+ goto L_CleanSR;
-L_SorcererRobe_NoZeny:
+L_SR_NoZeny:
mes "[Lora Tay the Seamstress]";
mes "\"You don't seem to be able to afford my services, dear.\"";
- goto L_CleanSorcererRobe;
+ goto L_CleanSR;
-S_Get_SorcererRobeColors:
+S_Get_SRColors:
set @current_maincolor, -1;
set @current_linecolor, -1;
// Line color
@@ -1047,11 +1047,11 @@ S_Get_SorcererRobeColors:
set @current_maincolor, @chest_equip_id - 5000 - (@current_linecolor-1)*11;
return;
-L_CleanSorcererRobe:
+L_CleanSR:
set @current_maincolor, 0;
set @current_linecolor, 0;
set @chest_equip_id, 0;
- set @new_sorcerer_robe_id, 0;
+ set @new_sr_id, 0;
set @chosen_color, 0;
set @cotton_cloth_id, 0;
goto L_Close;
diff --git a/world/map/npc/011-1/alchemist.txt b/world/map/npc/011-1/alchemist.txt
index e4eade06..ade035dd 100644
--- a/world/map/npc/011-1/alchemist.txt
+++ b/world/map/npc/011-1/alchemist.txt
@@ -84,13 +84,13 @@ L_certain_condition:
L_post_sulphur_option:
if (!@wants_ironpowder)
- goto L_post_ironpowder_option;
+ goto L_post_ironpwd_option;
set @menuitems$[@c], "Can you make iron powder?";
set @menuID[@c], @CHOICE_IRON_POWDER;
set @c, @c + 1;
- goto L_post_ironpowder_option;
+ goto L_post_ironpwd_option;
-L_post_ironpowder_option:
+L_post_ironpwd_option:
if (@Q_status == @SETZER_INITIAL)
goto L_post_monster_oil;
set @menuitems$[@c], "Can you make monster oil?";
@@ -958,7 +958,7 @@ L_MenuItems3:
goto L_dark_green_q_toomuch;
if (@guess_accumulator + @QUEST_GUESS_BASE < QUEST_clothdyer_knowsdye)
- goto L_dark_green_q_toolittle;
+ goto L_dark_green_q_little;
// otherwise correct guess
@@ -979,7 +979,7 @@ L_dark_green_q_toomuch:
mes "\"That was too much... you need fewer than " + @guess_accumulator + " thousandths, I think.";
goto L_dark_green_q_again;
-L_dark_green_q_toolittle:
+L_dark_green_q_little:
mes "Almost instantaneously, the mixture loses its colour and turns transparent. Rauk sighs.";
mes "\"That was too little. Next time, try more than " + @guess_accumulator + " thousandths.";
goto L_dark_green_q_again;
diff --git a/world/map/npc/011-1/auldsbel.txt b/world/map/npc/011-1/auldsbel.txt
index a99eef70..f8315c18 100644
--- a/world/map/npc/011-1/auldsbel.txt
+++ b/world/map/npc/011-1/auldsbel.txt
@@ -191,7 +191,7 @@ L_sulphur:
menu
"No, thank you.", L_Close,
"I will see what I can find.", L_Close,
- "Can you teach me how to make it myself?", L_sulphur_teach_spell,
+ "Can you teach me how to make it myself?", L_Sul_t_s,
"Here you are.", L_sulphur_buy;
menu
"No, thank you.", L_Close,
@@ -235,9 +235,9 @@ L_sulphur_noroom:
next;
goto L_main_menu;
-L_sulphur_teach_spell:
+L_Sul_t_s:
if (@Q_component_quest <= 4)
- goto L_sulphur_teach_spell_no;
+ goto L_Sul_t_s_no;
mes "[Auldsbel the Wizard]";
mes "\"Very well, then. You have been quite helpful with my experiments, after all. As you may have noticed, the spell takes a pile of volcanic ashes. Close your hands around it, then whisper the invocation.\"";
next;
@@ -249,7 +249,7 @@ L_sulphur_teach_spell:
next;
goto L_main_menu;
-L_sulphur_teach_spell_no:
+L_Sul_t_s_no:
mes "[Auldsbel the Wizard]";
mes "\"Hmm... how about this: you help me with a few of my experiments, and I tell you?\"";
next;
@@ -270,23 +270,23 @@ L_about_magic:
mes "[Auldsbel the Wizard]";
mes "\"Most spells are claimed by one of the five schools of magic. To properly use them, a magic user need not only have sufficient prowess in magic overall, but also in the specifics of that particular school.\"";
next;
- goto L_about_magic_minimenu;
+ goto L_a_m_minimenu;
-L_about_magic_minimenu:
+L_a_m_minimenu:
menu
- "What are the five schools?", L_about_magic_schools,
- "How can I advance in magic?", L_about_magic_advance,
- "How do spells work?", L_about_magic_spells,
- "Where can I learn spells?", L_about_magic_learn,
+ "What are the five schools?", L_a_m_schools,
+ "How can I advance in magic?", L_a_m_advance,
+ "How do spells work?", L_a_m_spells,
+ "Where can I learn spells?", L_a_m_learn,
"Never mind.", L_main_menu;
-L_about_magic_schools:
+L_a_m_schools:
mes "[Auldsbel the Wizard]";
mes "\"With few exceptions, all spells belong to one of the five schools of magic: Transmutation, War, Astral, Life, and Nature.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
-L_about_schools_minimenu:
+L_a_s_minimenu:
menu
"What's Transmutation magic?", L_about_transmutation,
"What's War magic?", L_about_war,
@@ -294,7 +294,7 @@ L_about_schools_minimenu:
"What's Life magic?", L_about_life,
"What's Nature magic?", L_about_nature,
"Are there other spells?", L_about_other_spells,
- "Thank you.", L_about_magic_minimenu;
+ "Thank you.", L_a_m_minimenu;
L_about_transmutation:
mes "[Auldsbel the Wizard]";
@@ -304,7 +304,7 @@ L_about_transmutation:
mes "He smiles.";
mes "\"Transmutation magic is the engine of human civilization. By allowing us to shape buildings, tools, and other items according to the power of our imagination, it gives us mastery over nature.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
L_about_astral:
mes "[Auldsbel the Wizard]";
@@ -313,7 +313,7 @@ L_about_astral:
mes "[Auldsbel the Wizard]";
mes "\"There are also some more direct uses of powers of the Astral World; mainly spells that affect other spells.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
L_about_war:
mes "[Auldsbel the Wizard]";
@@ -322,27 +322,27 @@ L_about_war:
mes "[Auldsbel the Wizard]";
mes "\"If you use War magic, you better have a Transmuter around for the aftermath, to clear up your collateral damage.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
L_about_life:
mes "[Auldsbel the Wizard]";
mes "\"Life magic deals with healing. Not much of a surprise there.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
L_about_nature:
mes "[Auldsbel the Wizard]";
mes "\"Nature magic is a rather subtle (and, in my eyes, rather weak) kind of magic that deals with manipulating nature as it is. Think of it as Transmutation magic without being able to actually shape things the way you want.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
L_about_other_spells:
mes "[Auldsbel the Wizard]";
mes "\"A few spells are not claimed by any particular school of magic. In practice, this means that anyone can cast them if they just have sufficient magical power. The most prominent example is the 'detect magic' spell, '" + getspellinvocation("detect-magic") + "'.\"";
next;
- goto L_about_schools_minimenu;
+ goto L_a_s_minimenu;
-L_about_magic_advance:
+L_a_m_advance:
mes "[Auldsbel the Wizard]";
mes "\"Advancing in your magical powers must come from two sources: from within and from a person who can guide you in whichever school of magic you wish to advance.\"";
next;
@@ -358,9 +358,9 @@ L_about_magic_advance:
mes "[Auldsbel the Wizard]";
mes "\"I myself am a Transmutation Wizard. Of course I know some spells from the other schools, but my focus is on Transmutation. Theoretically speaking, I can advance you in this school.\"";
next;
- goto L_about_magic_minimenu;
+ goto L_a_m_minimenu;
-L_about_magic_learn:
+L_a_m_learn:
mes "[Auldsbel the Wizard]";
mes "\"Finding and learning new spells is of course important in a magic user's quest towards becoming a full-fledged wizard.\"";
next;
@@ -373,9 +373,9 @@ L_about_magic_learn:
mes "[Auldsbel the Wizard]";
mes "\"If you decide to hunt for spells, make sure to keep a journal with you. Some spell invocations may only cross your path once in your lifetime; you must not allow them to get away!\"";
next;
- goto L_about_magic_minimenu;
+ goto L_a_m_minimenu;
-L_about_magic_spells:
+L_a_m_spells:
mes "[Auldsbel the Wizard]";
mes "\"Magical spells are shortcuts, true magic bound to a word. No-one today remembers how they were created at the beginning of time, though many have tried to find it out, and failed...\"";
next;
@@ -388,17 +388,17 @@ L_about_magic_spells:
mes "[Auldsbel the Wizard]";
mes "\"Some spells require catalysts on top of components, others vary in power depending on whom they are cast on or under what conditions. However, all spells are affected by the caster's astral power.\"";
next;
- goto L_about_spells_minimenu;
+ goto L_a_sp_minimenu;
-L_about_spells_minimenu:
+L_a_sp_minimenu:
menu
"What is this 'astral power'?", L_about_astral_power,
"What is a catalyst?", L_about_catalysts,
"What is a component?", L_about_components,
- "What other prerequisites are there?", L_about_other_prerequisites,
- "Where can I learn spells?", L_about_magic_learn,
+ "What other prerequisites are there?", L_a_oth_prereq,
+ "Where can I learn spells?", L_a_m_learn,
"How often can I cast spells?", L_about_speed,
- "Never mind.", L_about_magic_minimenu;
+ "Never mind.", L_a_m_minimenu;
L_about_astral_power:
mes "[Auldsbel the Wizard]";
@@ -410,31 +410,31 @@ L_about_astral_power:
mes "[Auldsbel the Wizard]";
mes "\"The worst offenders are metal items, particularly shields and body armour. Helmets and gloves get in the way, too. Still, a few special or enchanted items may even increase magical power.\"";
next;
- goto L_about_spells_minimenu;
+ goto L_a_sp_minimenu;
L_about_catalysts:
mes "[Auldsbel the Wizard]";
mes "\"A catalyst is a material prerequisite to a spell that is not consumed as part of the spell. For example, the Transmuter's Tablet is required to properly perform many of the more powerful transmutation spells, but it is never consumed.\"";
next;
- goto L_about_spells_minimenu;
+ goto L_a_sp_minimenu;
L_about_components:
mes "[Auldsbel the Wizard]";
mes "\"A material component is an item that is consumed as part of the spells magic. For example, when transmuting wood into arrows, you must consume a raw log to shape the arrows out of it.\"";
next;
- goto L_about_spells_minimenu;
+ goto L_a_sp_minimenu;
-L_about_other_prerequisites:
+L_a_oth_prereq:
mes "[Auldsbel the Wizard]";
mes "\"Some spells have additional requirements – they can only be cast underground, or when you are standing very close to the person you are casting them on, or only when you are wearing a particular enchanted item. Spells are quirky, so read their descriptions carefully – if you do find a description.\"";
next;
- goto L_about_spells_minimenu;
+ goto L_a_sp_minimenu;
L_about_speed:
mes "[Auldsbel the Wizard]";
mes "\"Most spells are effective immediately, unless they require some complex astral connection – summoning or teleporting can take a while to take effect, for example. Still, after casting a spell you usually need a moment to recover before casting the next.\"";
next;
- goto L_about_spells_minimenu;
+ goto L_a_sp_minimenu;
L_about_auldsbel:
mes "[Auldsbel the Wizard]";
@@ -615,7 +615,7 @@ L_Q_manaseed:
if (MAGIC_FLAGS & MFLAG_DRANK_POTION)
goto L_Q_manaseed_prepared;
if (MAGIC_FLAGS & MFLAG_TOUCHED_MANASEED)
- goto L_Q_manaseed_touched;
+ goto L_Q_ms_tou;
mes "\"You have found an actual Mana Seed? That's impossible! Well, very unlikely... Then again, some others have told me similar rumours. I find it hard to believe that...\"";
next;
mes "[Auldsbel the Wizard]";
@@ -623,20 +623,20 @@ L_Q_manaseed:
next;
goto L_main_menu;
-L_Q_manaseed_touched:
+L_Q_ms_tou:
if (MAGIC_FLAGS & MFLAG_DRANK_POTION)
goto L_Q_manaseed_prepared;
mes "\"So you touched the Mana Seed, and its power flowed right through you? You are lucky – it is willing to share – but you are also unlucky, in that you lack the discipline and control needed to contain this power.\"";
next;
if (MAGIC_FLAGS & MFLAG_KNOWS_MANAPOTION)
- goto L_Q_manaseed_touched_short;
+ goto L_Q_ms_tou_short;
mes "[Auldsbel the Wizard]";
mes "\"Legend has it that you can substitute for such control by imbibing a Mana Potion. I am not sure whether that legend is true, but for you it might be worth trying it out.\"";
next;
set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_KNOWS_MANAPOTION;
- goto L_Q_manaseed_touched_short;
+ goto L_Q_ms_tou_short;
-L_Q_manaseed_touched_short:
+L_Q_ms_tou_short:
menu
"Where can I get a Mana Potion?", L_where_mana_potion,
"Can you make a Mana Potion?", L_make_mana_potion,
@@ -646,7 +646,7 @@ L_where_mana_potion:
mes "[Auldsbel the Wizard]";
mes "\"Well, quite a few alchemists should be able to brew one for you. Or maybe the village witch, even, though I personally would recommend seeing an alchemist.\"";
next;
- goto L_Q_manaseed_touched_short;
+ goto L_Q_ms_tou_short;
L_make_mana_potion:
mes "[Auldsbel the Wizard]";
@@ -655,19 +655,19 @@ L_make_mana_potion:
menu
"Here you are.", L_Next1,
"I will look for those items.", L_main_menu,
- "I'm not interested.", L_Q_manaseed_touched_short;
+ "I'm not interested.", L_Q_ms_tou_short;
L_Next1:
if (Zeny < 10000)
- goto L_make_mana_potion_missing;
+ goto L_make_mp_miss;
if (countitem("GambogeHerb") < 10)
- goto L_make_mana_potion_missing;
+ goto L_make_mp_miss;
if (countitem("MauveHerb") < 20)
- goto L_make_mana_potion_missing;
+ goto L_make_mp_miss;
if (countitem("Pearl") < 1)
- goto L_make_mana_potion_missing;
+ goto L_make_mp_miss;
if (countitem("BottleOfWater") < 1)
- goto L_make_mana_potion_missing;
+ goto L_make_mp_miss;
getinventorylist;
if (@inventorylist_count == 100
&& countitem("GambogeHerb") > 10
@@ -707,7 +707,7 @@ L_mana_potion_toomuch:
next;
goto L_main_menu;
-L_make_mana_potion_missing:
+L_make_mp_miss:
mes "[Auldsbel the Wizard]";
mes "\"No, I need one pearl, 10,000 GP, 20 Mauve leaves, 10 Gamboge leaves, and one bottle of water.\"";
next;
@@ -732,23 +732,23 @@ L_Q_manaseed_maxedout:
L_quest:
if (@Q_component_quest == 0)
- goto L_component_quest_0;
+ goto L_c_quest_0;
if (@Q_component_quest == 1)
- goto L_component_quest_1;
+ goto L_c_quest_1;
if (@Q_component_quest == 2)
- goto L_component_quest_2;
+ goto L_c_quest_2;
if (@Q_component_quest == 3)
- goto L_component_quest_3;
+ goto L_c_quest_3;
if (@Q_component_quest == 4)
- goto L_component_quest_4;
+ goto L_c_quest_4;
if (@Q_component_quest == 5)
- goto L_component_quest_5;
+ goto L_c_quest_5;
mes "[Auldsbel the Wizard]";
mes "\"You have been very helpful, but at this point I have everything I need. Except perhaps for a Wumpus Egg, though I have no idea where you could find one... If you ever come across one, I will give you a special reward for it, though.\"";
next;
goto L_main_menu;
-L_component_quest_0:
+L_c_quest_0:
mes "[Auldsbel the Wizard]";
mes "Auldsbel is visibly delighted.";
mes "\"Ah, indeed, indeed! I can often use help with my experiments, and you just happen to be arriving at a particularly opportune time. See, I found this...\"";
@@ -766,7 +766,7 @@ L_component_quest_0:
L_Next3:
if (countitem ("MauveHerb") < 20)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "MauveHerb", 20;
set Zeny, Zeny + 2500;
mes "[Auldsbel the Wizard]";
@@ -778,7 +778,7 @@ L_Next3:
next;
goto L_main_menu;
-L_component_quest_1:
+L_c_quest_1:
mes "[Auldsbel the Wizard]";
mes "\"Good, good... I am trying to come up with a way to best use the Mauve leaves you brought me, but it seems that I will need further components. I am not sure about the exact composition yet, but I will need a few potions.\"";
next;
@@ -792,13 +792,13 @@ L_component_quest_1:
L_Next4:
if (countitem ("SmallHealingPotion") < 3)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
if (countitem ("MediumHealingPotion") < 3)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
if (countitem ("IronPotion") < 1)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
if (countitem ("ConcentrationPotion") < 1)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "SmallHealingPotion", 3;
delitem "MediumHealingPotion", 3;
delitem "IronPotion", 1;
@@ -813,7 +813,7 @@ L_Next4:
next;
goto L_main_menu;
-L_component_quest_2:
+L_c_quest_2:
mes "[Auldsbel the Wizard]";
mes "\"Ah! Excellent! Yes, yes, indeed I need help. I have managed to transmute the components you brought me into a liquid that I believe to be a demetamorphosis stock, but it seems that the details still need some fine-tuning, and I am out of silk cocoons...\"";
next;
@@ -826,7 +826,7 @@ L_component_quest_2:
L_Next5:
if (countitem ("SilkCocoon") < 100)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "SilkCocoon", 100;
set Zeny, Zeny + 5000;
mes "[Auldsbel the Wizard]";
@@ -839,7 +839,7 @@ L_Next5:
next;
goto L_main_menu;
-L_component_quest_3:
+L_c_quest_3:
mes "[Auldsbel the Wizard]";
mes "\"Yes... I'm actually not certain that my demetamorphosis stock will not drain the life out of these little creatures. Perhaps an alchemical revitalization tincture would be called for. Fortunately this one is easy, I can make it myself.\"";
next;
@@ -852,9 +852,9 @@ L_component_quest_3:
L_Next6:
if (countitem ("RedScorpionStinger") < 25)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
if (countitem ("MaggotSlime") < 25)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "RedScorpionStinger", 25;
delitem "MaggotSlime", 25;
set Zeny, Zeny + 5000;
@@ -868,7 +868,7 @@ L_Next6:
next;
goto L_main_menu;
-L_component_quest_4:
+L_c_quest_4:
mes "[Auldsbel the Wizard]";
mes "\"Hmm, yes... See, the thing is that transmuting living beings is not normally something that transmutation magic can do. It seems that the beings' life force must be overcome to transmute them, but that in turn kills them.\"";
next;
@@ -887,11 +887,11 @@ L_component_quest_4:
L_Next7:
if (countitem ("SnakeTongue") < 20)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
if (countitem ("CaveSnakeTongue") < 20)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
if (countitem ("MountainSnakeTongue") < 20)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "SnakeTongue", 20;
delitem "CaveSnakeTongue", 20;
delitem "MountainSnakeTongue", 20;
@@ -918,7 +918,7 @@ L_Next7:
next;
goto L_main_menu;
-L_component_quest_5:
+L_c_quest_5:
mes "[Auldsbel the Wizard]";
mes "\"I do have another assignment for you, but this one will be tricky. I will need fifty grass snake tongues. I believe that this may be just enough life force to return the silkworm back to its original shape.\"";
next;
@@ -928,7 +928,7 @@ L_component_quest_5:
L_Next8:
if (countitem ("GrassSnakeTongue") < 50)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "GrassSnakeTongue", 50;
set Zeny, Zeny + 10000;
mes "[Auldsbel the Wizard]";
@@ -957,7 +957,7 @@ OnSnakeDeath:
message strcharinfo(0), "You gain 5 Boss Points giving you a total of " + BOSS_POINTS + ".";
end;
-L_component_quest_missing:
+L_c_quest_missing:
mes "[Auldsbel the Wizard]";
mes "\"No, you are missing some items. Come back later when you have everything!\"";
next;
@@ -967,19 +967,19 @@ L_learn_spell:
if (@Q_main_status == @Q_STATUS_INITIATION)
goto L_initiation;
if (@Q_main_status == @Q_STATUS_STUDENT)
- goto L_student_start;
+ goto L_stu_start;
if (@Q_main_status == @Q_STATUS_STUDENT0)
- goto L_student_0;
+ goto L_stu_0;
if (@Q_main_status == @Q_STATUS_STUDENT1)
- goto L_student_1;
+ goto L_stu_1;
if (@Q_main_status == @Q_STATUS_STUDENT2)
- goto L_student_2;
+ goto L_stu_2;
if (@Q_main_status == @Q_STATUS_STUDENT3)
- goto L_student_3;
+ goto L_stu_3;
if (@Q_main_status == @Q_STATUS_STUDENT4)
- goto L_student_4;
+ goto L_stu_4;
if (@Q_main_status == @Q_STATUS_STUDENT5)
- goto L_student_5;
+ goto L_stu_5;
mes "[Auldsbel the Wizard]";
mes "\"Wellll.... you do seem to have some magical abilities. But do you possess the talent and diligence needed for a true wizard?\"";
@@ -1070,7 +1070,7 @@ L_initiation_check:
next;
goto L_main_menu;
-L_student_start:
+L_stu_start:
if (@mexp < 200) goto L_notready;
mes "[Auldsbel the Wizard]";
mes "\"Next, I shall teach you a higher-level transmutation spell.\"";
@@ -1086,7 +1086,7 @@ L_student_start:
L_Next9:
if (countitem("BugLeg") < 10)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "BugLeg", 10;
getexp 1000, 0;
set @Q_main_status, @Q_STATUS_STUDENT0;
@@ -1111,7 +1111,7 @@ L_notready:
next;
goto L_main_menu;
-L_student_0:
+L_stu_0:
if (@mexp < 350)
goto L_notready;
mes "[Auldsbel the Wizard]";
@@ -1126,7 +1126,7 @@ L_student_0:
L_Next10:
if (countitem("MauveHerb") < 20)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "MauveHerb", 20;
getexp 1000, 0;
set @Q_main_status, @Q_STATUS_STUDENT1;
@@ -1141,7 +1141,7 @@ L_Next10:
next;
goto L_main_menu;
-L_student_1:
+L_stu_1:
if (@mexp < 425)
goto L_notready;
mes "[Auldsbel the Wizard]";
@@ -1156,7 +1156,7 @@ L_student_1:
L_Next11:
if (countitem("ScorpionStinger") < 10)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "ScorpionStinger", 10;
getexp 1000, 0;
set @Q_main_status, @Q_STATUS_STUDENT2;
@@ -1171,7 +1171,7 @@ L_Next11:
next;
goto L_main_menu;
-L_student_2:
+L_stu_2:
if (@mexp < 500)
goto L_notready;
mes "[Auldsbel the Wizard]";
@@ -1186,7 +1186,7 @@ L_student_2:
L_Next12:
if (countitem("RawLog") < 20)
- goto L_component_quest_missing;
+ goto L_c_quest_missing;
delitem "RawLog", 20;
getexp 1000, 0;
set @Q_main_status, @Q_STATUS_STUDENT3;
@@ -1201,15 +1201,15 @@ L_Next12:
next;
goto L_main_menu;
-L_student_3:
+L_stu_3:
if (getskilllv(SKILL_MAGIC) < 3)
- goto L_magic_skill_insufficient;
+ goto L_mag_skill_ins;
mes "[Auldsbel the Wizard]";
mes "\"I believe that you may be ready for the next level of transmutation magic! Let me teach you one last spell that you can handle before your promotion, and if you can cast this one, I will advance you.\"";
next;
- goto L_student_3_repeat;
+ goto L_stu_3_repeat;
-L_student_3_repeat:
+L_stu_3_repeat:
mes "[Auldsbel the Wizard]";
mes "\"This one has the invocation `" + getspellinvocation("make-concentration-potion") + "'. Put two cobalt leaves and two pink flower petals into a bottle of water, hold it up, and speak that phrase.\"";
next;
@@ -1223,20 +1223,20 @@ L_student_3_repeat:
callsub S_update_var;
goto L_main_menu;
-L_student_4:
+L_stu_4:
mes "[Auldsbel the Wizard]";
mes "\"Did you manage to transmute a concentration potion?\"";
next;
menu
- "What was the invocation again?", L_student_3_repeat,
+ "What was the invocation again?", L_stu_3_repeat,
"No, still working on it...", L_main_menu,
"Yes.", L_Next13;
L_Next13:
if (countitem("ConcentrationPotion") < 1)
- goto L_student_4_no_potion;
+ goto L_stu_4_no_potion;
if (!(MAGIC_FLAGS & MFLAG_MADE_CONC_POTION))
- goto L_student_4_wrong_potion;
+ goto L_stu_4_wrong_potion;
mes "[Auldsbel the Wizard]";
mes "Auldsbel examines your potion and nods.";
mes "\"Good work! You are ready for a promotion!\"";
@@ -1257,25 +1257,25 @@ L_Next13:
next;
goto L_main_menu;
-L_student_4_wrong_potion:
+L_stu_4_wrong_potion:
mes "[Auldsbel the Wizard]";
mes "Auldsbell examines your potion, then shakes his head.";
mes "\"This doesn't look quite right, though I can't quite point at what the problem is. You will have to continue trying.\"";
next;
goto L_main_menu;
-L_student_4_no_potion:
+L_stu_4_no_potion:
mes "[Auldsbel the Wizard]";
mes "\"You seem to be rather lacking the concentration potion you need to justify your claim, my dear fellow.\"";
next;
goto L_main_menu;
-L_student_5:
+L_stu_5:
mes "[Auldsbel the Wizard]";
mes "\"Hmm. Come back some other time, please; I still haven't figured out what to teach you next.\"";
close;
-L_magic_skill_insufficient:
+L_mag_skill_ins:
mes "[Auldsbel the Wizard]";
mes "\"No, not at this time. You will have to advance in your overall magic skill before I can teach you more.\"";
next;
diff --git a/world/map/npc/011-1/oscar.txt b/world/map/npc/011-1/oscar.txt
index 3cc5c1e3..5a0994cc 100644
--- a/world/map/npc/011-1/oscar.txt
+++ b/world/map/npc/011-1/oscar.txt
@@ -340,7 +340,7 @@ L_TimerFunction:
npctalk "Hurry up " + $@HalloweenQuest_PumpkinHunter$ + "! My farm is being ruined!";
// 7 mins max
if ($@HalloweenQuest_PumpkinsTimer > 420)
- goto L_PumpkinsRuinedEverything;
+ goto L_PumpkinsRuined;
if (getnpctimer(0) >= 2900)
goto L_TrySpawnPumpkin;
@@ -407,7 +407,7 @@ L_KillBadHunter:
percentheal -100, 0;
end;
-L_PumpkinsRuinedEverything:
+L_PumpkinsRuined:
npctalk "No! " + $@HalloweenQuest_PumpkinHunter$ + " how could you let that happen? All my farm is a mess now! All my trees are infested with bugs!";
goto L_Fail;
diff --git a/world/map/npc/011-4/bl_barrier.txt b/world/map/npc/011-4/bl_barrier.txt
index 563c3319..14f64f4e 100644
--- a/world/map/npc/011-4/bl_barrier.txt
+++ b/world/map/npc/011-4/bl_barrier.txt
@@ -4,18 +4,18 @@
{
set @state, ((QUEST_Hurnscald & NIBBLE_0_MASK) >> NIBBLE_0_SHIFT);
- if (@state >= 6) goto L_Bandit_Cave_Abandoned;
- if (@state >= 4) goto L_Bandit_Lord_Barrier_Open;
+ if (@state >= 6) goto L_Cave_Abandoned;
+ if (@state >= 4) goto L_Lord_Barrier_Open;
message strcharinfo(0), "This entrance appears to be locked.";
goto L_End;
-L_Bandit_Cave_Abandoned:
+L_Cave_Abandoned:
message strcharinfo(0), "This place looks like it was abandoned.";
warp "011-6",251,275;
goto L_End;
-L_Bandit_Lord_Barrier_Open:
+L_Lord_Barrier_Open:
message strcharinfo(0), "You insert the silver arrow key and unlock the entrance.";
warp "011-6",251,275;
goto L_End;
diff --git a/world/map/npc/011-6/barrier.txt b/world/map/npc/011-6/barrier.txt
index 15639a18..38188ad2 100644
--- a/world/map/npc/011-6/barrier.txt
+++ b/world/map/npc/011-6/barrier.txt
@@ -2,11 +2,11 @@
{
set @state, ((QUEST_Hurnscald & NIBBLE_0_MASK) >> NIBBLE_0_SHIFT);
- if (@state >= 6) goto L_Bandit_Lord_Hideout_Open;
+ if (@state >= 6) goto L_Lord_Hideout_Open;
message strcharinfo(0), "You have a feeling that you should not enter this place now.";
goto L_End;
-L_Bandit_Lord_Hideout_Open:
+L_Lord_Hideout_Open:
warp "011-6",174,255;
goto L_End;
diff --git a/world/map/npc/012-3/mana-seed.txt b/world/map/npc/012-3/mana-seed.txt
index 8e5956f5..3ed6d918 100644
--- a/world/map/npc/012-3/mana-seed.txt
+++ b/world/map/npc/012-3/mana-seed.txt
@@ -175,7 +175,7 @@ L_magic_touch:
L_magic_levelup:
set @baselevel_needed, @min_level[getskilllv(SKILL_MAGIC) + 1];
if (BaseLevel < @baselevel_needed)
- goto L_insufficient_baselevel;
+ goto L_ins_baselevel;
mes "Its energy permeates you, surrounds you. You are suddenly uncertain if it is you who is containing the orb's powers or if it is the orb who is seeking out yours.";
next;
mes "[Mana Seed]";
@@ -223,7 +223,7 @@ L_magic_maxed_out:
next;
goto L_magic_mainmenu;
-L_insufficient_baselevel:
+L_ins_baselevel:
mes "Its energies rush through you. You fight to keep them under control, to contain them in your body. Alas, your body is too frail – you have to let go.";
mes "Frustrated, you give up. You have the skill needed to control this power, but you will have to grow up some more before your body can handle it.";
next;
diff --git a/world/map/npc/013-1/sagatha.txt b/world/map/npc/013-1/sagatha.txt
index 1251d025..456b184b 100644
--- a/world/map/npc/013-1/sagatha.txt
+++ b/world/map/npc/013-1/sagatha.txt
@@ -193,9 +193,9 @@ L_main:
L_teach_initial:
if (@good < 2)
- goto L_teach_initial_nogood;
+ goto L_initial_nogood;
if (getskilllv(SKILL_MAGIC_NATURE) < 2)
- goto L_teach_initial_nonature;
+ goto L_initial_nonature;
mes "[Sagatha the Witch]";
mes "She nods.";
mes "\"For now, yes. But you will have to prove that you really care about more than yourself.\"";
@@ -215,13 +215,13 @@ L_teach_initial:
next;
goto L_main;
-L_teach_initial_nogood:
+L_initial_nogood:
mes "[Sagatha the Witch]";
mes "\"I don't take strangers as students.\"";
next;
goto L_main;
-L_teach_initial_nonature:
+L_initial_nonature:
mes "[Sagatha the Witch]";
mes "\"I might, but you don't even understand the basics of nature magic.\"";
next;
diff --git a/world/map/npc/015-1/sword.txt b/world/map/npc/015-1/sword.txt
index 6e218f9b..12385c85 100644
--- a/world/map/npc/015-1/sword.txt
+++ b/world/map/npc/015-1/sword.txt
@@ -171,9 +171,9 @@ L_Levelup2_yes:
next;
if (!MPQUEST)
- goto L_Levelup2_must_reg;
+ goto L_Lvl2_must_reg;
if (MPQUEST && (Mobpt < 1000))
- goto L_Levelup2_must_practice;
+ goto L_Lvl2_must_practice;
mes "[Mystic Sword]";
mes "\"Thou hast collected " + Mobpt + " Monster Points. For one thousand of them, I shall admit thee to the school of war magic.\"";
@@ -217,7 +217,7 @@ L_Next1:
next;
goto L_Farewell;
-L_Levelup2_must_reg:
+L_Lvl2_must_reg:
mes "[Mystic Sword]";
mes "\"To learn further magic, thou must advance in the school of war magic. I shall grant thee this advance if thou provest thy worthiness as a warrior.\"";
next;
@@ -226,7 +226,7 @@ L_Levelup2_must_reg:
next;
goto L_Farewell;
-L_Levelup2_must_practice:
+L_Lvl2_must_practice:
mes "[Mystic Sword]";
mes "\"To advance thy magical powers, I must admit thee to the school of war magic. Prove to me that thou art a worthy warrior by collecting one thousand Monster Points, and return.\"";
next;
diff --git a/world/map/npc/017-9/announcements.txt b/world/map/npc/017-9/announcements.txt
index 696f961f..aa6df918 100644
--- a/world/map/npc/017-9/announcements.txt
+++ b/world/map/npc/017-9/announcements.txt
@@ -62,7 +62,7 @@ L_CreateBroadcast:
mes "Enter the message to broadcast:";
input $@GMSA_MSG$;
if ($@GMSA_MSG$ == "")
- goto L_InvalidBroadcastMessage;
+ goto L_InvalidBMsg;
next;
mes "[GM Scheduled Broadcasts Board]";
@@ -91,7 +91,7 @@ L_CreateBroadcast:
"Yes. Broadcast this. (the first broadcast will happen in " + $@GMSA_TICK + " hour(s).)", L_StartBroadcast,
"Yes. Broadcast this, and make an extra broadcast right now.", L_StartBroadcast2;
-L_InvalidBroadcastMessage:
+L_InvalidBMsg:
mes "[GM Scheduled Broadcasts Board]";
mes "The message can't be empty. Please retry.";
goto L_CreateBroadcast;
diff --git a/world/map/npc/018-2/caul.txt b/world/map/npc/018-2/caul.txt
index bf3bc4dd..5753b1aa 100644
--- a/world/map/npc/018-2/caul.txt
+++ b/world/map/npc/018-2/caul.txt
@@ -48,7 +48,7 @@
set @choices_nr, 4;
- if !(@Q_status)
+ if (!(@Q_status))
goto L_M_no_monster_oil;
set @choice_idx[@choices_nr], @C_monster_oil;
@@ -102,9 +102,9 @@ L_MenuItems:
set @choice, @choice_idx[@menu - 1];
if (@choice == @C_monster_oil)
- goto L_monster_oil_start;
+ goto L_mo_start;
if (@choice == @C_mopox_cure)
- goto L_mopox_cure_start;
+ goto L_mox_start;
if (@choice == @C_nohmask)
goto L_NohMask;
if (@choice == @C_dementiapotion)
@@ -182,7 +182,7 @@ L_NotEnough:
mes "\"Oh, it seems like you don't have enough herbs. You can find herbs in deep forests.\"";
close;
-L_monster_oil_start:
+L_mo_start:
mes "[Caul]";
mes "\"Monster oil? Hmm, I have heard of it, but I don't remember the precise recipe to make it...\"";
next;
@@ -191,42 +191,42 @@ L_monster_oil_start:
"OK, I'll ask around, perhaps someone else knows.", L_Close;
if (@Q_status > @SETZER_KNOWS_OIL)
menu
- "Rauk told me the recipe.", L_monster_oil_knows_recipe;
+ "Rauk told me the recipe.", L_mo_knows_recipe;
close;
-L_monster_oil_knows_recipe:
+L_mo_knows_recipe:
mes "[Caul]";
mes "\"Ah, but of course! Yes, we should be able to brew that here. Except that... hmm. Pearl and three black scorpion stingers? This sounds very dangerous;";
mes "I fear that I will have to ask you to do this yourself.\"";
next;
- goto L_monster_oil_main_menu;
+ goto L_mo_main_menu;
-L_monster_oil_main_menu:
+L_mo_main_menu:
set @main_menu, 1;
menu
- "What do you mean by 'dangerous'?", L_monster_oil_why_dangerous,
- "What do I need, again?", L_monster_oil_ingredients,
- "How does this work?", L_monster_oil_explain,
- "Let's start!", L_monster_oil_start_brew,
- "Where can I get a golden scorpion stinger?", L_monster_oil_where_gold,
+ "What do you mean by 'dangerous'?", L_mo_why_dangerous,
+ "What do I need, again?", L_mo_ingredients,
+ "How does this work?", L_mo_explain,
+ "Let's start!", L_mo_start_brew,
+ "Where can I get a golden scorpion stinger?", L_mo_where_gold,
"I've changed my mind.", L_Close;
-L_monster_oil_why_dangerous:
+L_mo_why_dangerous:
mes "[Caul]";
mes "\"Well, with those two reagents in there at that ratio, you risk an explosion – quite possibly a fatal one. So be prepared to duck if the brew gets too bubbly – it's better to lose the ingredients than your head!\"";
next;
- goto L_monster_oil_main_menu;
+ goto L_mo_main_menu;
-L_monster_oil_ingredients:
+L_mo_ingredients:
mes "[Caul]";
mes "\"You will need one pearl, two snake skins, three black scorpion stingers, two piles of ash, and a golden scorpion stinger. The golden stinger goes in last, after the dangerous part, so you won't lose it if your brew blows up.\"";
next;
mes "[Caul]";
mes "\"You should also bring gamboge, mauve, alizarin and cobalt leaves. You will have to stabilize the brew, and they will help with that.\"";
next;
- goto L_monster_oil_main_menu;
+ goto L_mo_main_menu;
-L_monster_oil_explain:
+L_mo_explain:
mes "[Caul]";
mes "\"After you have put in the monster parts – except for the golden stinger – the brew will take on some random color; this can be a light, dark, or medium color. You have to stabilize this color by adding leaves to it.\"";
next;
@@ -252,27 +252,27 @@ L_monster_oil_explain:
mes "\"But don't add too much! If you add a color that is already there, or try to make it darker at the wrong spot, it may backfire.\"";
next;
if (@main_menu)
- goto L_monster_oil_main_menu;
- goto L_monster_oil_loop;
+ goto L_mo_main_menu;
+ goto L_mo_loop;
-L_monster_oil_where_gold:
+L_mo_where_gold:
mes "[Caul]";
mes "\"Good question. There aren't any golden scorpions nearby. Perhaps you can find a trader or an adventurer who have travelled further south and ask them to help?\"";
next;
- goto L_monster_oil_main_menu;
+ goto L_mo_main_menu;
-L_monster_oil_start_brew:
+L_mo_start_brew:
set @main_menu, 0;
if (countitem ("Pearl") < 1)
- goto L_monster_oil_missing;
+ goto L_mo_missing;
if (countitem ("SnakeSkin") < 2)
- goto L_monster_oil_missing;
+ goto L_mo_missing;
if (countitem ("BlackScorpionStinger") < 3)
- goto L_monster_oil_missing;
+ goto L_mo_missing;
if (countitem ("PileOfAsh") < 2)
- goto L_monster_oil_missing;
+ goto L_mo_missing;
if (countitem ("GoldenScorpionStinger") < 1)
- goto L_monster_oil_missing_gold;
+ goto L_mo_missing_gold;
delitem "Pearl", 1;
delitem "SnakeSkin", 2;
@@ -304,30 +304,30 @@ L_monster_oil_start_brew:
set @auto_mode, 0; // Start by adding a colour or going lighter
- goto L_monster_oil_loop;
+ goto L_mo_loop;
-L_monster_oil_missing:
+L_mo_missing:
mes "[Caul]";
mes "\"You don't seem to have all of the ingredients. You need one pearl, two snake skins, three black stingers, two piles of ash, and one golden stinger.\"";
close;
-L_monster_oil_missing_gold:
+L_mo_missing_gold:
mes "[Caul]";
mes "\"You seem to have everything except for the golden stinger. I understand that this one is hard to get, but I'm sure that you can find one somewhere.\"";
close;
-L_monster_oil_loop:
+L_mo_loop:
mes "[Brewing monster oil]";
mes @bubble_modes$[@bubble_mode];
mes "It is currently a " + @intensities$[@intensity] + " " + @colors$[@color] + ".";
next;
menu
- "Add alizarin leaf", L_monster_oil_alizarin,
- "Add gamboge leaf", L_monster_oil_gamboge,
- "Add cobalt leaf", L_monster_oil_cobalt,
- "Add mauve leaf", L_monster_oil_mauve,
- "Ask Caul for advice", L_monster_oil_explain,
+ "Add alizarin leaf", L_mo_alizarin,
+ "Add gamboge leaf", L_mo_gamboge,
+ "Add cobalt leaf", L_mo_cobalt,
+ "Add mauve leaf", L_mo_mauve,
+ "Ask Caul for advice", L_mo_explain,
"Duck!", L_Explodes;
L_Explodes:
@@ -339,97 +339,97 @@ L_Explodes:
mes "\"I'm glad to see that you chose to brew another day... perhaps it might be best if you give up on this dangerous concoction, though!\"";
close;
-L_monster_oil_out_of_leaves:
+L_mo_out_of_leaves:
mes "[Brewing monster oil]";
mes "You don't have any of these leaves left!";
next;
- goto L_monster_oil_loop;
+ goto L_mo_loop;
-L_monster_oil_alizarin:
+L_mo_alizarin:
set @use_leaf$, "AlizarinHerb";
set @use_color, 1;
- goto L_monster_oil_leaf_color;
+ goto L_mo_leaf_color;
-L_monster_oil_gamboge:
+L_mo_gamboge:
set @use_leaf$, "GambogeHerb";
set @use_color, 2;
- goto L_monster_oil_leaf_color;
+ goto L_mo_leaf_color;
-L_monster_oil_cobalt:
+L_mo_cobalt:
set @use_leaf$, "CobaltHerb";
set @use_color, 4;
- goto L_monster_oil_leaf_color;
+ goto L_mo_leaf_color;
-L_monster_oil_leaf_color:
+L_mo_leaf_color:
if (countitem (@use_leaf$) < 1)
- goto L_monster_oil_out_of_leaves;
+ goto L_mo_out_of_leaves;
- callsub S_monster_oil_random_move;
+ callsub S_mo_random_move;
if (@color & @use_color)
- goto L_monster_oil_pc_bad;
+ goto L_mo_pc_bad;
set @color, @color | @use_color;
delitem @use_leaf$, 1;
mes "The brew changes its hue as your leaf dissolves.";
next;
- goto L_monster_oil_loop;
+ goto L_mo_loop;
-L_monster_oil_mauve:
+L_mo_mauve:
if (countitem("MauveHerb") < 1)
- goto L_monster_oil_out_of_leaves;
+ goto L_mo_out_of_leaves;
delitem "MauveHerb", 1;
- callsub S_monster_oil_random_move;
+ callsub S_mo_random_move;
if (@intensity == 2 && @color == 7)
- goto L_monster_oil_done;
+ goto L_mo_done;
if (@intensity == 2)
- goto L_monster_oil_pc_bad;
+ goto L_mo_pc_bad;
set @intensity, @intensity + 1;
mes "The brew darkens as your mauve leaf dissolves.";
next;
- goto L_monster_oil_loop;
+ goto L_mo_loop;
-S_monster_oil_random_move:
+S_mo_random_move:
mes "[Brewing monster oil]";
mes "You throw in a leaf and stir.";
if (@auto_mode == 1)
- goto L_monster_oil_random_1;
- goto L_monster_oil_random_0;
+ goto L_mo_random_1;
+ goto L_mo_random_0;
-L_monster_oil_random_0: // mode 0: add colour or lighten up
+L_mo_random_0: // mode 0: add colour or lighten up
set @auto_mode, 1;
if (rand(3) == 0)
- goto L_monster_oil_random_0_lighten;
+ goto L_mo_random_0_lighten;
set @choice, 1 << (rand(3));
if (@color & @choice)
- goto L_monster_oil_auto_bad;
+ goto L_mo_auto_bad;
set @color, @color | @choice;
mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue.";
return;
-L_monster_oil_random_0_lighten:
+L_mo_random_0_lighten:
if (@intensity == 0)
- goto L_monster_oil_auto_bad;
+ goto L_mo_auto_bad;
set @intensity, @intensity - 1;
mes "Before your leaf has a chance to dissolve, the brew takes on a lighter shade of " + @colors$[@color] + ".";
return;
-L_monster_oil_random_1: // mode 1: remove colour
+L_mo_random_1: // mode 1: remove colour
set @auto_mode, 0;
set @choice, 1 << (rand(3));
if (!(@color & @choice))
- goto L_monster_oil_auto_bad;
+ goto L_mo_auto_bad;
set @color, @color & (~@choice);
mes "Before your leaf has a chance to dissolve, the brew changes to a " + @colors$[@color] + " hue.";
return;
-L_monster_oil_pc_bad:
+L_mo_pc_bad:
if (rand(readparam(bInt) + 100) > 60)
- goto L_monster_oil_pc_bad_ok;
+ goto L_mo_pc_bad_ok;
if (@bubble_mode)
mes "As your leaf dissolves, the intensity of the bubbling increases.";
if (!@bubble_mode)
@@ -437,15 +437,15 @@ L_monster_oil_pc_bad:
next;
set @bubble_mode, @bubble_mode + 1;
if (@bubble_mode > 2)
- goto L_monster_oil_explode;
- goto L_monster_oil_loop;
+ goto L_mo_explode;
+ goto L_mo_loop;
-L_monster_oil_pc_bad_ok:
+L_mo_pc_bad_ok:
mes "Your leaf dissolves but seems to have no effect.";
next;
- goto L_monster_oil_loop;
+ goto L_mo_loop;
-L_monster_oil_auto_bad:
+L_mo_auto_bad:
if (rand(3) == 0)
goto L_Return;
if (rand(readparam(bInt) + 100) > 70)
@@ -455,20 +455,20 @@ L_monster_oil_auto_bad:
if (@bubble_mode > 2)
next;
if (@bubble_mode > 2)
- goto L_monster_oil_explode;
+ goto L_mo_explode;
return;
-L_monster_oil_explode:
+L_mo_explode:
mes "[Exploding monster oil]";
mes "Your brew explodes!";
if (rand(readparam(bAgi)) > 40)
- goto L_monster_oil_explode_dodge;
+ goto L_mo_explode_dodge;
mes "The burst of boiling monster brew hits you.";
next;
itemheal (15 * rand(readparam(bVit))) - 1500, 0;
close;
-L_monster_oil_explode_dodge:
+L_mo_explode_dodge:
mes "You throw yourself to the ground at the very last moment, barely avoiding the burst of boiling monster brew.";
next;
mes "[Caul]";
@@ -476,14 +476,14 @@ L_monster_oil_explode_dodge:
mes "\"I told you, it's dangerous!!\"";
close;
-L_monster_oil_done:
+L_mo_done:
mes "As you throw in another mauve leaf, the brew takes on a deep black color and calms down.";
next;
mes "[Brewing monster oil]";
mes "As instructed, you toss in your golden scorpion stinger.";
if (countitem ("GoldenScorpionStinger") < 1)
- goto L_monster_oil_no_gold_end;
+ goto L_mo_no_gold_end;
mes "The brew bubbles once more, then calms completely.";
@@ -504,32 +504,32 @@ L_monster_oil_done:
mes "He hands you the monster oil.";
close;
-L_monster_oil_no_gold_end:
+L_mo_no_gold_end:
mes "But where is your golden stinger? Didn't you have one earlier?";
mes "Frustrated, you give up.";
close;
-L_mopox_cure_start:
+L_mox_start:
mes "[Caul]";
mes "\"The mopox cure potion? Certainly, if you have all of the ingredients... oh, and make sure to bring water, roots, sulphur powder and Mauve leaves.\"";
mes "\"This is a very easy one, so I think I should let you do this yourself. It is very good exercise.\"";
next;
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_overview_menu:
+L_mox_overview_menu:
menu
- "I'm ready!", L_mopox_cure_setup,
- "What are the ingredients?", L_mopox_cure_ingredients,
- "How does this work?", L_mopox_cure_howto,
+ "I'm ready!", L_mox_setup,
+ "What are the ingredients?", L_mox_ingredients,
+ "How does this work?", L_mox_howto,
"I'd rather not try.", L_Close;
-L_mopox_cure_ingredients:
+L_mox_ingredients:
mes "[Caul]";
mes "\"You will need one concentration potion, one iron potion, a lifestone, and one gamboge leaf.\"";
next;
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_howto:
+L_mox_howto:
mes "[Caul]";
mes "\"When you start brewing, the liquid very rarely has the proper consistency and color. You need to make it gooey and medium dark.\"";
next;
@@ -542,37 +542,37 @@ L_mopox_cure_howto:
mes "[Caul]";
mes "\"Oh, and be careful: water will evaporate over time, too.\"";
next;
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_no_lifestone:
+L_mox_no_lifestone:
mes "[Caul]";
mes "\"You will need a lifestone.\"";
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_no_gamboge:
+L_mox_no_gamboge:
mes "[Caul]";
mes "\"You will need a gamboge leaf.\"";
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_no_concentration:
+L_mox_no_concentration:
mes "[Caul]";
mes "\"You will need a concentration potion.\"";
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_no_iron:
+L_mox_no_iron:
mes "[Caul]";
mes "\"You will need an iron potion.\"";
- goto L_mopox_cure_overview_menu;
+ goto L_mox_overview_menu;
-L_mopox_cure_setup:
+L_mox_setup:
if (countitem("IronPotion") < 1)
- goto L_mopox_cure_no_iron;
+ goto L_mox_no_iron;
if (countitem("ConcentrationPotion") < 1)
- goto L_mopox_cure_no_concentration;
+ goto L_mox_no_concentration;
if (countitem("GambogeHerb") < 1)
- goto L_mopox_cure_no_gamboge;
+ goto L_mox_no_gamboge;
if (countitem("Lifestone") < 1)
- goto L_mopox_cure_no_lifestone;
+ goto L_mox_no_lifestone;
delitem "IronPotion", 1;
delitem "ConcentrationPotion", 1;
@@ -592,14 +592,14 @@ L_mopox_cure_setup:
if (@stickiness == 3 && @colour == 3)
set @colour, 4; // don't allow insta-win; it's easy enough.
set @rounds, 0;
- goto L_mopox_cure_loop;
+ goto L_mox_loop;
-L_mopox_cure_loop:
+L_mox_loop:
mes "[Brewing Mopox Cure]";
mes "The brew is " + @colours$[@colour] + " and " + @stickinesses$[@stickiness] + ".";
if (@colour == 3 && @stickiness == 3)
- goto L_mopox_cure_win;
+ goto L_mox_win;
next;
set @colour, @colour + 10;
@@ -611,27 +611,27 @@ L_mopox_cure_loop:
"Add sulphur powder", L_mopox_B_sulphur,
"Add mauve", L_mopox_B_mauve,
"...what should I do again?", L_mopox_reexplain,
- "Wait", L_mopox_cure_next;
+ "Wait", L_mox_next;
-L_mopox_cure_next:
+L_mox_next:
set @stickiness, @stickiness + @rounds;
set @rounds, 1 - @rounds;
if (@stickiness < 10)
set @stickiness, 10;
if (@colour < 10)
- goto L_mopox_failed_badcolour;
+ goto L_mopox_fail_bc;
if (@colour > 17)
- goto L_mopox_failed_badcolour;
+ goto L_mopox_fail_bc;
if (@stickiness > 16)
goto L_mopox_failed_hard;
if (@colour > 17)
- goto L_mopox_failed_badcolour;
+ goto L_mopox_fail_bc;
set @colour, @colour - 10;
set @stickiness, @stickiness - 10;
- goto L_mopox_cure_loop;
+ goto L_mox_loop;
L_mopox_reexplain:
mes "[Caul]";
@@ -643,13 +643,13 @@ L_mopox_reexplain:
mes "\"Water and ground roots mostly affect stickiness.\"";
mes "\"Mauve and sulphur powder mostly affect color, with Mauve darkening the brew.\"";
next;
- goto L_mopox_cure_next;
+ goto L_mox_next;
L_mopox_B_none:
mes "[Brewing Mopox Cure]";
mes "You don't have any left!";
next;
- goto L_mopox_cure_next;
+ goto L_mox_next;
L_mopox_B_root:
if (countitem ("Root") < 1)
@@ -661,7 +661,7 @@ L_mopox_B_root:
next;
set @colour, @colour + 1;
set @stickiness, @stickiness + 3;
- goto L_mopox_cure_next;
+ goto L_mox_next;
L_mopox_B_water:
if (countitem ("BottleOfWater") < 1)
@@ -674,7 +674,7 @@ L_mopox_B_water:
next;
set @colour, @colour;
set @stickiness, @stickiness - 2;
- goto L_mopox_cure_next;
+ goto L_mox_next;
L_mopox_B_sulphur:
if (countitem ("SulphurPowder") < 1)
@@ -686,7 +686,7 @@ L_mopox_B_sulphur:
next;
set @colour, @colour - 3;
set @stickiness, @stickiness + 1;
- goto L_mopox_cure_next;
+ goto L_mox_next;
L_mopox_B_mauve:
if (countitem ("MauveHerb") < 1)
@@ -698,9 +698,9 @@ L_mopox_B_mauve:
next;
set @colour, @colour + 2;
set @stickiness, @stickiness + 1;
- goto L_mopox_cure_next;
+ goto L_mox_next;
-L_mopox_failed_badcolour:
+L_mopox_fail_bc:
mes "[Brewing Mopox Cure]";
mes "The brew suddenly begins to bubble again, turning green.";
mes "\"Oh dear,\" Caul remarks, \"you let the color stray too much.\"";
@@ -726,7 +726,7 @@ L_mopox_failed_hard:
mes "\"Better luck next time!\"";
close;
-L_mopox_cure_win:
+L_mox_win:
mes "Caul looks pleased. \"Well done! This looks very good to me.\"";
next;
mes "[Caul]";
@@ -734,13 +734,13 @@ L_mopox_cure_win:
mes "\"One potion of Mopox cure, here you are. Good luck!\"";
getitem "MopoxCurePotion", 1;
if (!@Q_can_score_mopox_cure)
- goto L_mopox_cure_win_quick;
+ goto L_mox_win_quick;
getexp @MOPOX_CURE_XP, 0;
mes "[" + @MOPOX_CURE_XP + " experience points]";
set QUEST_MAGIC2, (QUEST_MAGIC2 & ~NIBBLE_3_MASK) | (2 << NIBBLE_3_SHIFT); // Make sure we can only get XP for brewing this once
- goto L_mopox_cure_win_quick;
+ goto L_mox_win_quick;
-L_mopox_cure_win_quick:
+L_mox_win_quick:
close;
L_DemPotion:
diff --git a/world/map/npc/020-2/furquest.txt b/world/map/npc/020-2/furquest.txt
index c03ffc41..dc184aef 100644
--- a/world/map/npc/020-2/furquest.txt
+++ b/world/map/npc/020-2/furquest.txt
@@ -56,14 +56,14 @@ OnInit:
if (@wg_state == 8) goto L_State_12;
if (@wg_state >= 9 && @wg_state < 11) goto L_State_13;
if (@wg_state == 11) goto L_State_14;
- if (@wg_state == 12) goto L_State_14_AlreadyAccepted;
+ if (@wg_state == 12) goto L_State_14_AA;
if (@wg_state == 13) goto L_State_15;
if (@wg_state > 13 && @wg_state < 16) goto L_State_15_Repeat;
if (@wg_state == 16) goto L_State_16;
if (@wg_state > 16 && @wg_state < 20) goto L_State_16_Repeat;
if (@wg_state == 20) goto L_State_17;
if (@wg_state == 21) goto L_State_17_AskItems;
- if (@wg_state == 22) goto L_State_17_ProposeBuyDress;
+ if (@wg_state == 22) goto L_State_17_PBD;
if (@wg_state >= 23) goto L_State_18;
mes "\"This goes up, this goes left...\"";
@@ -428,7 +428,7 @@ L_State_14_Accept:
callfunc "setWGState";
goto L_Close;
-L_State_14_AlreadyAccepted:
+L_State_14_AA:
mes "[Agostine, The Legendary Tailor]";
mes "\"Please my friend, go talk to Lora Tay about our possible collaboration!\"";
goto L_Close;
@@ -554,7 +554,7 @@ L_Next9:
callfunc "setWGState";
goto L_Close;
-L_State_17_NotEnoughItems:
+L_State_17_NoItems:
mes "[Agostine, The Legendary Tailor]";
mes "\"My friend, sorry to disappoint you, but you are lacking some cloth.";
mes "I need exactly " + @FINEDRESS_COTTON_CLOTHS + " cotton cloths to finish this master piece.\"";
@@ -562,7 +562,7 @@ L_State_17_NotEnoughItems:
L_State_17_GiveItems:
if (countitem ("CottonCloth") < @FINEDRESS_COTTON_CLOTHS)
- goto L_State_17_NotEnoughItems;
+ goto L_State_17_NoItems;
delitem "CottonCloth", @FINEDRESS_COTTON_CLOTHS;
set @wg_state, 22;
callfunc "setWGState";
@@ -600,7 +600,7 @@ L_Next10:
goto L_State_17_BuyDress;
-L_State_17_ProposeBuyDress:
+L_State_17_PBD:
mes "[Agostine, The Legendary Tailor]";
mes "\"Did you consider buying the dress off me?";
mes "I would charge " + @FINEDRESS_GP +" GP, which I think is a magnificent price for something this fine.\"";
@@ -618,7 +618,7 @@ L_Next11:
goto L_State_17_NoMoney;
getinventorylist;
if (@inventorylist_count == 100)
- goto L_State_17_InventoryFull;
+ goto L_State_17_InvFull;
set Zeny, Zeny - @FINEDRESS_GP;
getitem "FineDress", 1;
@@ -632,7 +632,7 @@ L_State_17_NoMoney:
mes "and come back when you have the money.\"";
goto L_Close;
-L_State_17_InventoryFull:
+L_State_17_InvFull:
mes "[Agostine, The Legendary Tailor]";
mes "\"My friend, you don't have room to carry my master piece. Come back when you do.\"";
goto L_Close;
diff --git a/world/map/npc/029-1/vincent.txt b/world/map/npc/029-1/vincent.txt
index a9cf7291..2d70b6de 100644
--- a/world/map/npc/029-1/vincent.txt
+++ b/world/map/npc/029-1/vincent.txt
@@ -32,9 +32,9 @@ OnInit:
if (@state >= 2) goto L_Done;
if (@state == 1) goto L_Progress;
- goto L_Convince_Vincent_First;
+ goto L_Con_Vin_First;
-L_Convince_Vincent_First:
+L_Con_Vin_First:
mes "[Vincent]";
mes "\"I'm making an action figure. I'm almost done with it.\"";
next;
diff --git a/world/map/npc/048-2/sageNikolai.txt b/world/map/npc/048-2/sageNikolai.txt
index dc85d5f8..dced46d6 100644
--- a/world/map/npc/048-2/sageNikolai.txt
+++ b/world/map/npc/048-2/sageNikolai.txt
@@ -168,7 +168,7 @@ L_MenuChoice:
if (@choice_idx[@menu] == @C_slimes)
goto L_SlimesAdvice;
if (@choice_idx[@menu] == @C_startInvestigate)
- goto L_StartInvestigateAdvice;
+ goto L_StartInvAdvice;
if (@choice_idx[@menu] == @C_investigate)
goto L_InvestigateAdvice;
if (@choice_idx[@menu] == @C_investigate2)
@@ -217,7 +217,7 @@ L_SlimesAdvice:
mes "\"You're a great help! All helpers who would be capable of dealing with the slimes are occupied with other tasks.\"";
goto L_Close;
-L_StartInvestigateAdvice:
+L_StartInvAdvice:
// How did this all happen?
mes "[Nikolai]";
mes "\"We're not sure yet. The helper who was responsible for sealing away the slimes has been sent to his room until the situation calms down and we can start an investigation.\"";
diff --git a/world/map/npc/052-1/channelling.txt b/world/map/npc/052-1/channelling.txt
index b5c36dae..ac425fdb 100644
--- a/world/map/npc/052-1/channelling.txt
+++ b/world/map/npc/052-1/channelling.txt
@@ -239,7 +239,7 @@ S_CheckChannelling:
goto L_ChannellingMoved;
// check the magic power
if ($@illia_magic_power <= 0)
- goto L_ChannellingPowerVanished;
+ goto L_ChPwrVanish;
if ($@illia_magic_power >= $@illia_magic_power_required)
goto L_ChannellingComplete;
@@ -303,7 +303,7 @@ L_ChannellingMoved:
message strcharinfo(0), "You moved out of the power circle. The magic power you accumulated backfires at you!";
goto L_ChannellingFail;
-L_ChannellingPowerVanished:
+L_ChPwrVanish:
// kill the player as part of the process: the magic process drained his life.
percentheal -100, 0;
misceffect FX_MAGIC_DARK_EXPLOSION, strcharinfo(0);