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-rw-r--r--npc/woe-se/agit_main_se.txt1184
1 files changed, 592 insertions, 592 deletions
diff --git a/npc/woe-se/agit_main_se.txt b/npc/woe-se/agit_main_se.txt
index 6fc319377..41430f6a1 100644
--- a/npc/woe-se/agit_main_se.txt
+++ b/npc/woe-se/agit_main_se.txt
@@ -222,50 +222,50 @@ OnTreasureDied:
- script Steward#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
if (!.@GID) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
+ mes("[ Steward ]");
+ mes("I await for the master");
+ mes("whom destiny will choose");
+ mes("for me. Do you think you");
+ mes("have to courage and strength");
+ mes("to conquer this stronghold?");
close;
}
if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000"+getguildmaster(.@GID)+"^000000.";
+ mes("[ Steward ]");
+ mes("Hmpf. Your threats don't");
+ mes("scare me! Guardians, drive");
+ mes("this infidel away from here!");
+ mes("I will always be loyal to the");
+ mes("master of this stronghold,");
+ mesf("the one and only ^FF0000%s^000000.", getguildmaster(.@GID));
close;
}
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000"+getguildmaster(.@GID)+"^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
+ mes("[ Steward ]");
+ mesf("Ah, Master ^FF0000%s^000000...", getguildmaster(.@GID));
+ mes("How shall I serve you today?");
+ mes("Was there an aspect of this");
+ mes("stronghold's maintenance");
+ mes("you wanted to discuss?");
next;
switch(select("Stronghold Briefing", "Invest in Commercial Growth", "Invest in Defense growth", "Hire/Fire Storage Staff", "Go to Master's room")) {
case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(NPC_MAP),2)+".";
+ mes("[ Steward ]");
+ mes("The Commercial Growth");
+ mesf("Level of the stronghold is ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),2));
if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth "+getcastledata(strnpcinfo(NPC_MAP),4)+".";
+ mes("Last time, you invested in");
+ mesf("Commercial Growth ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),4));
}
next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is "+getcastledata(strnpcinfo(NPC_MAP),3)+".";
+ mes("[ Steward ]");
+ mes("Our stronghold's");
+ mesf("safeguard level is %d.", getcastledata(strnpcinfo(NPC_MAP),3));
if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) {
- mes "Last time, you invested";
- mes "in defense "+getcastledata(strnpcinfo(NPC_MAP),5)+" times.";
+ mes("Last time, you invested");
+ mesf("in defense %d times.", getcastledata(strnpcinfo(NPC_MAP),5));
}
- mes " ";
- mes "That is all, master.";
+ mes(" ");
+ mes("That is all, master.");
close;
case 2:
.@Economy = getcastledata(strnpcinfo(NPC_MAP),2);
@@ -281,84 +281,84 @@ OnTreasureDied:
// Quadruple the cost of investing if you've already invested once.
if (getcastledata(strnpcinfo(NPC_MAP),4))
.@eco_invest *= 4;
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
+ mes("[ Steward ]");
+ mes("Raising the stronghold's");
+ mes("commercial growth will");
+ mes("increase the quantity of");
+ mes("goods produced for the guild.");
+ mes("Investing in commercial growth");
+ mes("will help the guild's future.");
next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more Zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
+ mes("[ Steward ]");
+ mes("You can make one investment");
+ mes("each day, but if you can make");
+ mes("two investments if you pay");
+ mes("more Zeny: this will speed");
+ mes("up commercial development,");
+ mes("but can be quite expensive.");
next;
if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
+ mes("[ Steward ]");
+ mes("However, our stronghold's");
+ mes("commerical growth level is");
+ mes("at 100%. It's not possible to");
+ mes("develop commercial growth");
+ mes("any further than that.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
+ mes("[ Steward ]");
+ mes("You've already made two");
+ mes("investments today, so you'll");
+ mes("have to wait until tomorrow");
+ mes("to make another investment.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
+ mes("[ Steward ]");
+ mesf("You must pay ^FF0000%d^000000 Zeny", .@eco_invest);
+ mes("to make an investment");
+ mes("Will you invest in this");
+ mes("stronghold's commerical");
+ mes("development now?");
}
else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000"+.@eco_invest+"^000000";
- mes "more Zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
+ mes("[ Steward ]");
+ mesf("You must pay ^FF0000%d^000000", .@eco_invest);
+ mes("more Zeny to make a second");
+ mes("investment today. Will you");
+ mes("invest one more time?");
}
next;
switch(select("Invest in Commercial Growth", "Cancel")) {
case 1:
if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
+ mes("[ Steward ]");
+ mes("You've already made two");
+ mes("investments today, so you'll");
+ mes("have to wait until tomorrow");
+ mes("to make another investment.");
close;
}
if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "Zeny to make an investment";
- mes "for the guild today.";
+ mes("[ Steward ]");
+ mes("I'm sorry, Master, but");
+ mes("you do not have enough");
+ mes("Zeny to make an investment");
+ mes("for the guild today.");
close;
}
Zeny -= .@eco_invest;
setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
+ mes("[ Steward ]");
+ mes("A wise use of the guild's");
+ mes("funds, Master. We can expect");
+ mes("to see the results of this");
+ mes("investment by tomorrow.");
close;
case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
+ mes("[ Steward ]");
+ mes("As you command, Master.");
close;
}
case 3:
@@ -375,220 +375,220 @@ OnTreasureDied:
// Quadruple the cost of investing if you've already invested once.
if (getcastledata(strnpcinfo(NPC_MAP),5))
.@def_invest *= 4;
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
+ mes("[ Steward ]");
+ mes("Investing in our stronghold's");
+ mes("defense will enhance the");
+ mes("durability of our Guardians");
+ mes("and the Emperium. We'll need");
+ mes("every advantage to protect");
+ mes("ourselves from our enemies.");
next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more Zeny, you can invest";
- mes "a maximum of two times daily.";
+ mes("[ Steward ]");
+ mes("You can invest in defense");
+ mes("once per day, but if you pay");
+ mes("more Zeny, you can invest");
+ mes("a maximum of two times daily.");
next;
- mes "[ Steward ]";
+ mes("[ Steward ]");
if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
+ mes("The Defense Level of this");
+ mes("stronghold is 100%, and");
+ mes("cannot be increased further.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
+ mes("Master, you've already");
+ mes("invested in Defense twice");
+ mes("today. You'll need to wait");
+ mes("until tomorrow if you really");
+ mes("want to increase our defenses.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) {
- mes "We need ^FF0000"+.@def_invest+"^000000";
- mes "Zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
+ mesf("We need ^FF0000%d^000000", .@def_invest);
+ mes("Zeny to invest in our");
+ mes("stronghold's defenses.");
+ mes("Will you invest now?");
}
else {
- mes "We need ^FF0000"+.@def_invest+"^000000";
- mes "Zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
+ mesf("We need ^FF0000%d^000000", .@def_invest);
+ mes("Zeny to invest in our");
+ mes("stronghold's defenses");
+ mes("a second time today.");
+ mes("Will you invest now?");
}
next;
switch(select("Invest in Defense", "Cancel")) {
case 1:
if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
+ mes("[ Steward ]");
+ mes("Master, you've already");
+ mes("invested in Defense twice");
+ mes("today. You'll need to wait");
+ mes("until tomorrow if you really");
+ mes("want to increase our defenses.");
close;
}
if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "Zeny to make an investment";
- mes "for the guild today.";
+ mes("[ Steward ]");
+ mes("I'm sorry, Master, but");
+ mes("you do not have enough");
+ mes("Zeny to make an investment");
+ mes("for the guild today.");
close;
}
Zeny -= .@def_invest;
setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
+ mes("[ Steward ]");
+ mes("A wise use of the guild's");
+ mes("funds, Master. Increasing");
+ mes("the frequency of treasure");
+ mes("procured by the guild will");
+ mes("definitely help us all.");
close;
case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
+ mes("[ Steward ]");
+ mes("As you command, Master.");
close;
}
case 4:
if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) {
- mes "[ Steward ]";
- mes "Do you wish to dismiss";
- mes "the Kafra Employee that";
- mes "we've hired for the guild?";
+ mes("[ Steward ]");
+ mes("Do you wish to dismiss");
+ mes("the Kafra Employee that");
+ mes("we've hired for the guild?");
next;
switch(select("Dismiss", "Cancel")) {
case 1:
cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "Master, please reconsider!";
- mes "I've been working very hard";
- mes "for the success of the guild!";
- mes "I'll try harder to serve the";
- mes "guild members of this";
- mes "stronghold, I promise!";
+ mes("[ Hired Kafra Employee ]");
+ mes("Master, please reconsider!");
+ mes("I've been working very hard");
+ mes("for the success of the guild!");
+ mes("I'll try harder to serve the");
+ mes("guild members of this");
+ mes("stronghold, I promise!");
next;
switch(select("Dismiss", "Cancel")) {
case 1:
- mes "[ Hired Kafra Employee ]";
- mes "Why?! What have I done";
- mes "to deserve this? Waaah~!";
+ mes("[ Hired Kafra Employee ]");
+ mes("Why?! What have I done");
+ mes("to deserve this? Waaah~!");
next;
cutin "kafra_01",255;
break;
case 2:
- mes "[ Hired Kafra Employee ]";
- mes "Thank you, Master!";
- mes "I'll obey your every";
- mes "command as best I can!";
- mes "You won't regret this!";
+ mes("[ Hired Kafra Employee ]");
+ mes("Thank you, Master!");
+ mes("I'll obey your every");
+ mes("command as best I can!");
+ mes("You won't regret this!");
close;
}
break;
case 2:
- mes "[ Steward ]";
- mes "She works very hard,";
- mes "in my opinion. It was in";
- mes "all of our best interests to";
- mes "allow her to stay with us.";
+ mes("[ Steward ]");
+ mes("She works very hard,");
+ mes("in my opinion. It was in");
+ mes("all of our best interests to");
+ mes("allow her to stay with us.");
close;
}
disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),9,0;
- mes "[ Steward ]";
- mes "That Kafra Employee";
- mes "has been dismissed.";
- mes "Were really dissatisfied";
- mes "by the quality of her service?";
+ mes("[ Steward ]");
+ mes("That Kafra Employee");
+ mes("has been dismissed.");
+ mes("Were really dissatisfied");
+ mes("by the quality of her service?");
close;
}
else {
- mes "[ Steward ]";
- mes "Will you hire a";
- mes "Kafra Employee to serve";
- mes "our stronghold? You must";
- mes "pay ^FF000010,000 Zeny^000000 to hire one.";
+ mes("[ Steward ]");
+ mes("Will you hire a");
+ mes("Kafra Employee to serve");
+ mes("our stronghold? You must");
+ mes("pay ^FF000010,000 Zeny^000000 to hire one.");
next;
switch(select("Hire", "Cancel")) {
case 1:
if (getgdskilllv(.@GID,10001) == 0) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "you have not yet attained";
- mes "the ^FF0000Contract with Kafra^000000";
- mes "guild skill.";
+ mes("[ Steward ]");
+ mes("Master, we cannot hire a");
+ mes("Kafra Employee because");
+ mes("you have not yet attained");
+ mes("the ^FF0000Contract with Kafra^000000");
+ mes("guild skill.");
close;
}
if (Zeny < 10000) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "we do not have enough";
- mes "funds to pay the contract fee.";
+ mes("[ Steward ]");
+ mes("Master, we cannot hire a");
+ mes("Kafra Employee because");
+ mes("we do not have enough");
+ mes("funds to pay the contract fee.");
close;
}
Zeny -= 10000;
enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
+ mes("[ Steward ]");
+ mes("Very well. We have formed");
+ mes("a contract with the Kafra");
+ mes("Head Office, and hired a");
+ mes("Kafra Employee for our");
+ mes("stronghold. Here she is~");
next;
cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
+ mes("[ Hired Kafra Employee ]");
+ mes("How do you do? I've");
+ mes("been dispatched by the");
+ mes("Kafra Head Office to");
+ mes("serve your guild's needs.");
+ mes("I'll do my best to follow");
+ mes("your every command, Master.");
next;
cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
+ mes("[ Steward ]");
+ mes("Our contract will expire");
+ mes("after one month, so we must");
+ mes("pay additional fees to keep");
+ mes("this Kafra Employee in");
+ mes("the service of our guild.");
close;
case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
+ mes("[ Steward ]");
+ mes("As you command, Master.");
+ mes("However, I suggest hiring");
+ mes("a Kafra Employee as soon");
+ mes("as possible since our guild");
+ mes("would greatly benefit from");
+ mes("the convenient Kafra services.");
close;
}
}
case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
+ mes("[ Steward ]");
+ mes("Do you wish to enter the");
+ mes("Guild Treasure Room?");
+ mes("Only you, the Guild Master,");
+ mes("are permitted to enter.");
next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
+ mes("[ Steward ]");
+ mes("Please remember to open");
+ mes("the Treasure Boxes at the");
+ mes("proper time. Otherwise, the");
+ mes("treasure may disappear if");
+ mes("something unexpected happens.");
next;
switch(select("Go to Treasure Room", "Cancel")) {
case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
+ mes("[ Steward ]");
+ mes("Allow me to guide you");
+ mes("on the secret path to");
+ mes("the Treasure Room.");
+ mes("Press the secret switch");
+ mes("when you wish to return here.");
close2;
if (compare(strnpcinfo(NPC_MAP),"arug")) {
if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363;
@@ -603,13 +603,13 @@ OnTreasureDied:
warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
end;
case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
+ mes("[ Steward ]");
+ mes("Items in the Treasure Room");
+ mes("are produced once each day.");
+ mes("Therefore, you must obtain");
+ mes("the treasure items everyday.");
+ mes("For the sake of the guild,");
+ mes("prioritize treasure harvesting!");
close;
}
}
@@ -656,154 +656,154 @@ OnStartArena:
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
if (!.@GID) {
- mes .@n$;
- mes "Great job. Now, all you";
- mes "need to do is destroy this";
- mes "Emperium to gain ownership";
- mes "over this stronghold.";
+ mes(.@n$);
+ mes("Great job. Now, all you");
+ mes("need to do is destroy this");
+ mes("Emperium to gain ownership");
+ mes("over this stronghold.");
close;
}
if (getcharid(CHAR_ID_GUILD) == .@GID) {
if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes .@n$;
- mes "As guardian of this";
- mes "stronghold, I answer only";
- mes "to the master of the guild";
- mes "that controls this place.";
+ mes(.@n$);
+ mes("As guardian of this");
+ mes("stronghold, I answer only");
+ mes("to the master of the guild");
+ mes("that controls this place.");
close;
}
else {
if (!agitcheck2()) {
- mes .@n$;
- mes "I am "+strnpcinfo(NPC_NAME_VISIBLE)+", guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
+ mes(.@n$);
+ mesf("I am %s, guardian of", strnpcinfo(NPC_NAME_VISIBLE));
+ mes("this stronghold. For now,");
+ mes("all is quiet in this place.");
next;
switch(select("Converse", "Cancel")) {
case 1:
- mes .@n$;
- mes "Do you have any questions";
- mes "about this stronghold?";
+ mes(.@n$);
+ mes("Do you have any questions");
+ mes("about this stronghold?");
next;
switch(select("Guardian Stones", "Fortress Gates", "Link Flags", "Battle Strategy", "Cancel")) {
case 1:
- mes .@n$;
- mes "There is one Emperium";
- mes "and two Guardian Stones in";
- mes "each fortress. These stones";
- mes "are the first line of defense,";
- mes "and must be destroyed before";
- mes "enemies can even enter.";
+ mes(.@n$);
+ mes("There is one Emperium");
+ mes("and two Guardian Stones in");
+ mes("each fortress. These stones");
+ mes("are the first line of defense,");
+ mes("and must be destroyed before");
+ mes("enemies can even enter.");
next;
- mes .@n$;
- mes "The stones are located in";
- mes "^4D4DFFGate Houses^000000 which must be";
- mes "protected to prevent enemies";
- mes "from reaching the Emperium.";
- mes "Guardian Stones can ^4D4DFFrecall";
- mes "your Guardians^000000 for protection.";
+ mes(.@n$);
+ mes("The stones are located in");
+ mes("^4D4DFFGate Houses^000000 which must be");
+ mes("protected to prevent enemies");
+ mes("from reaching the Emperium.");
+ mes("Guardian Stones can ^4D4DFFrecall");
+ mes("your Guardians^000000 for protection.");
next;
- mes .@n$;
- mes "Fortresses with higher levels";
- mes "of defense can summon more";
- mes "Guardians: this is why it is";
- mes "so important for guilds to";
- mes "invest in Defense Growth.";
+ mes(.@n$);
+ mes("Fortresses with higher levels");
+ mes("of defense can summon more");
+ mes("Guardians: this is why it is");
+ mes("so important for guilds to");
+ mes("invest in Defense Growth.");
next;
- mes .@n$;
- mes "Guardian Stones that have";
- mes "been destroyed can be revived";
- mes "after a certain time, but one of the guild members must give";
- mes "me the order. I can also report the status of the Guardian Stones.";
+ mes(.@n$);
+ mes("Guardian Stones that have");
+ mes("been destroyed can be revived");
+ mes("after a certain time, but one of the guild members must give");
+ mes("me the order. I can also report the status of the Guardian Stones.");
close;
case 2:
- mes .@n$;
- mes "^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,";
- mes "and are protected by extra barricades activated by the Guardian Stones.";
- mes "These gates are located in three different parts of the fortress.";
+ mes(.@n$);
+ mes("^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,");
+ mes("and are protected by extra barricades activated by the Guardian Stones.");
+ mes("These gates are located in three different parts of the fortress.");
next;
- mes .@n$;
- mes "Barricades are protected by";
- mes "Guardian Stones, and are";
- mes "restored when the Guardian";
- mes "Stones are retrieved. However,";
- mes "it is not as easy to restore";
- mes "destroyed Fortress Gates.";
+ mes(.@n$);
+ mes("Barricades are protected by");
+ mes("Guardian Stones, and are");
+ mes("restored when the Guardian");
+ mes("Stones are retrieved. However,");
+ mes("it is not as easy to restore");
+ mes("destroyed Fortress Gates.");
next;
- mes .@n$;
- mes "Fortress Gates can only be";
- mes "restored when the ^4D4DFFguild";
- mes "master of a stronghold";
- mes "changes^000000, or if ^4D4DFFrestoration";
- mes "is requested by the guild";
- mes "master of the stronghold^000000.";
+ mes(.@n$);
+ mes("Fortress Gates can only be");
+ mes("restored when the ^4D4DFFguild");
+ mes("master of a stronghold");
+ mes("changes^000000, or if ^4D4DFFrestoration");
+ mes("is requested by the guild");
+ mes("master of the stronghold^000000.");
close;
case 3:
- mes .@n$;
- mes "Strongholds have many";
- mes "Link Flags that allow you";
- mes "to access vital areas within";
- mes "restrictions placed by the";
- mes "Barricades. Usually, ^4D4DFFFlag 1";
- mes "links to the Gate House^000000.";
+ mes(.@n$);
+ mes("Strongholds have many");
+ mes("Link Flags that allow you");
+ mes("to access vital areas within");
+ mes("restrictions placed by the");
+ mes("Barricades. Usually, ^4D4DFFFlag 1");
+ mes("links to the Gate House^000000.");
next;
- mes .@n$;
- mes "Many flags link directly to";
- mes "the flag near the Emperium.";
- mes "The final numbered flag is";
- mes "linked to the Convenience";
- mes "Facility of the stronghold's";
- mes "owner. Keep this in mind.";
+ mes(.@n$);
+ mes("Many flags link directly to");
+ mes("the flag near the Emperium.");
+ mes("The final numbered flag is");
+ mes("linked to the Convenience");
+ mes("Facility of the stronghold's");
+ mes("owner. Keep this in mind.");
close;
case 4:
- mes .@n$;
- mes "Strategy? It would be better";
- mes "to develop your battle plan to";
- mes "exploit your guild's advantages";
- mes "and your enemies' weaknesses.";
- mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ mes(.@n$);
+ mes("Strategy? It would be better");
+ mes("to develop your battle plan to");
+ mes("exploit your guild's advantages");
+ mes("and your enemies' weaknesses.");
+ mes("Use the Gate Houses and Barricades, and rebuild as quickly as you can!");
close;
case 5:
- mes .@n$;
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
+ mes(.@n$);
+ mes("You have no questions");
+ mes("to ask of me? Well, I'm");
+ mes("here to serve your needs.");
close;
}
case 2:
- mes .@n$;
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
+ mes(.@n$);
+ mes("I'm always here, so");
+ mes("feel free to request my");
+ mes("assistance whenever");
+ mes("the need arises.");
close;
}
}
else {
- mes .@n$;
- mes "Greetings, "+strcharinfo(PC_NAME)+".";
- mes "What are your orders?";
+ mes(.@n$);
+ mesf("Greetings, %s.", strcharinfo(PC_NAME));
+ mes("What are your orders?");
next;
switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) {
case 1:
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) {
if (getgdskilllv(.@GID,10002) == 0) {
- mes .@n$;
- mes "I'm sorry, but the Guardian";
- mes "Stones aren't powerful enough";
- mes "to summon Guardians yet. We";
- mes "need to accumulate more";
- mes "knowledge before they can";
- mes "summon any Guardians.";
+ mes(.@n$);
+ mes("I'm sorry, but the Guardian");
+ mes("Stones aren't powerful enough");
+ mes("to summon Guardians yet. We");
+ mes("need to accumulate more");
+ mes("knowledge before they can");
+ mes("summon any Guardians.");
close;
}
else {
- mes .@n$;
- mes "I shall endeavor to summon";
- mes "a Guardian through a Guardian";
- mes "Stone. However, keep in mind";
- mes "that this will not work if the";
- mes "Guardian Stone is destroyed.";
+ mes(.@n$);
+ mes("I shall endeavor to summon");
+ mes("a Guardian through a Guardian");
+ mes("Stone. However, keep in mind");
+ mes("that this will not work if the");
+ mes("Guardian Stone is destroyed.");
setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1;
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"))
donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable";
@@ -813,35 +813,35 @@ OnStartArena:
}
}
else {
- mes .@n$;
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
+ mes(.@n$);
+ mes("You've already commanded");
+ mes("me to summon a Guardian");
+ mes("to defend the stronghold.");
close;
}
case 2:
- mes .@n$;
- mes "Our defense status is...";
+ mes(.@n$);
+ mes("Our defense status is...");
setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
- mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]+"^000000";
- mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]+"^000000";
- mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]+"^000000";
- mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]+"^000000";
- mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]+"^000000";
+ mesf("1st Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]);
+ mesf("2nd Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]);
+ mesf("1st Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]);
+ mesf("2nd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]);
+ mesf("3rd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]);
close;
case 3:
- mes .@n$;
- mes "I'll be standing by,";
- mes "awaiting your orders.";
+ mes(.@n$);
+ mes("I'll be standing by,");
+ mes("awaiting your orders.");
close;
}
}
}
}
else {
- mes .@n$;
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
+ mes(.@n$);
+ mes("Who are you? Scoundrel!");
+ mes("Leave this stronghold now!");
close;
}
@@ -855,35 +855,35 @@ OnInit:
cutin "kafra_01",2;
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000"+getguildname(.@GID)+"^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
+ mes("[Kafra Employee]");
+ mes("Welcome, proud member");
+ mesf("of the ^FF0000%s^000000 Guild!", getguildname(.@GID));
+ mes("The Kafra Corporation is ready");
+ mes("to assist you wherever you go!");
next;
switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) {
case 1:
if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
+ mes("[Kafra Employee]");
+ mes("I'm so sorry, but you must");
+ mes("have at least Novice Skill");
+ mes("Lv.6 to use the Storage.");
}
else openstorage;
break;
case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
+ mes("[Kafra Employee]");
+ mes("Please tell me your");
+ mes("Warp destination.");
next;
switch(select("Rachel -> 200 z", "Cancel")) {
case 1:
if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough Zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but you don't");
+ mes("have enough Zeny to pay");
+ mes("the warp fee. Would you");
+ mes("please check your funds again?");
close2;
cutin "kafra_01",255;
end;
@@ -898,30 +898,30 @@ OnInit:
break;
case 3:
if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but the Pushcart");
+ mes("rental service can only be");
+ mes("used by Merchant, Blacksmith,");
+ mes("and Alchemist class characters.");
}
else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
+ mes("[Kafra Employee]");
+ mes("Hm? You've already");
+ mes("rented a Pushcart.");
}
else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 Zeny. Would you";
- mes "like to rent a Pushcart?";
+ mes("[Kafra Employee]");
+ mes("The Pushcart rental fee");
+ mes("is 800 Zeny. Would you");
+ mes("like to rent a Pushcart?");
next;
switch(select("Rent Pushcart", "Cancel")) {
case 1:
if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough Zeny to rent";
- mes "one of our Pushcarts.";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but you don't");
+ mes("have enough Zeny to rent");
+ mes("one of our Pushcarts.");
close2;
cutin "kafra_01",255;
end;
@@ -935,11 +935,11 @@ OnInit:
}
break;
case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
+ mes("[Kafra Employee]");
+ mes("Thank you for using the");
+ mes("Kafra Service. Wherever");
+ mes("you go, Kafra will be");
+ mes("there to support you!");
close2;
cutin "kafra_01",255;
end;
@@ -949,13 +949,13 @@ OnInit:
end;
}
else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000"+getguildname(.@GID)+"^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but I've been");
+ mes("exclusively contracted");
+ mes("to the members of the");
+ mesf("^FF0000%s^000000 Guild.", getguildname(.@GID));
+ mes("You'll have to ask another");
+ mes("Kafra Employee to help you...");
close2;
cutin "kafra_01",255;
end;
@@ -968,54 +968,54 @@ OnInit:
.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0));
.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "^3355FFYou will need the";
- mes "following materials to";
- mes "rebuild a destroyed";
- mes "Guardian Stone.^000000";
+ mes("^3355FFYou will need the");
+ mes("following materials to");
+ mes("rebuild a destroyed");
+ mes("Guardian Stone.^000000");
next;
- mes "1 Oridecon";
- mes "1 Elunium";
- mes "30 Stones";
- mes "5 Blue Gemstones";
- mes "5 Yellow Gemstones";
- mes "5 Red Gemstones";
+ mes("1 Oridecon");
+ mes("1 Elunium");
+ mes("30 Stones");
+ mes("5 Blue Gemstones");
+ mes("5 Yellow Gemstones");
+ mes("5 Red Gemstones");
next;
- mes "^3355FFDo you want to continue?^000000";
+ mes("^3355FFDo you want to continue?^000000");
next;
if(select("No", "Continue") == 1) {
- mes "^3355FFWork canceled.^000000";
+ mes("^3355FFWork canceled.^000000");
close;
}
if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) {
- mes "^3355FFArrange Stones, Elunium, and";
- mes "Oridecon, in that order, in the";
- mes "center. Then you must arrange";
- mes "the enchanted Gemstones to";
- mes "rebuild the Guardian Stone.^000000";
+ mes("^3355FFArrange Stones, Elunium, and");
+ mes("Oridecon, in that order, in the");
+ mes("center. Then you must arrange");
+ mes("the enchanted Gemstones to");
+ mes("rebuild the Guardian Stone.^000000");
next;
setarray .@stone$[0],"Elunium","Oridecon","Stones";
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 2) .@nice += 10;
- mes "^3355FF"+.@stone$[.@i]+" has been";
- mes "placed in the center.^000000";
+ mesf("^3355FF%s has been", .@stone$[.@i]);
+ mes("placed in the center.^000000");
next;
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 0) .@nice += 10;
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some "+.@stone$[.@i]+".^000000";
+ mes("^3355FFYou have lined the");
+ mes("outside of the center");
+ mesf("with some %s.^000000", .@stone$[.@i]);
next;
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 1) .@nice += 10;
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some "+.@stone$[.@i]+".^000000";
+ mes("^3355FFYou covered the");
+ mes("rest of the materials");
+ mesf("with some %s.^000000", .@stone$[.@i]);
next;
- mes "^3355FFNow you need to arrange";
- mes "the enchanted Gemstones";
- mes "accordingly. You can identify";
- mes "their Magic properties by";
- mes "their casting effect.^000000";
+ mes("^3355FFNow you need to arrange");
+ mes("the enchanted Gemstones");
+ mes("accordingly. You can identify");
+ mes("their Magic properties by");
+ mes("their casting effect.^000000");
next;
setarray .@effect[0],56,54,225;
setarray .@color$[0],"Red","Yellow","Blue";
@@ -1023,17 +1023,17 @@ OnInit:
if (.@roof0 > 7) break;
.@i = rand(3);
specialeffect .@effect[.@i];
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
+ mes("^3355FFThe Gemstones must");
+ mes("be arranged in the correct");
+ mes("order according to their");
+ mes("magic properties and power.^000000");
next;
.@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1;
- mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";
+ mesf("^3355FFYou placed the %s Gemstone.^000000", .@color$[.@j]);
if (.@i == .@j) {
- mes "^3355FFHowever, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
+ mes("^3355FFHowever, the Guardian Stone");
+ mes("Repair System failed because");
+ mes("of a magic power conflict.^000000");
close;
}
.@nice += 10;
@@ -1043,23 +1043,23 @@ OnInit:
}
if (.@nice > 90) {
if (!getd(.@var$+"["+(.@num-1)+"]")) {
- mes "^3355FFThe Guardian Stone";
- mes "Repair System has";
- mes "already completed.^000000";
+ mes("^3355FFThe Guardian Stone");
+ mes("Repair System has");
+ mes("already completed.^000000");
close;
}
else {
if (!agitcheck2()) {
- mes "^3355FFIt is impossible to";
- mes "rebuild the Guardian";
- mes "Stone because the";
- mes "Emperium is not present.^000000";
+ mes("^3355FFIt is impossible to");
+ mes("rebuild the Guardian");
+ mes("Stone because the");
+ mes("Emperium is not present.^000000");
close;
}
else {
- mes "^3355FFThe Gemstones have been";
- mes "arranged, and the Guardian";
- mes "Stone is successfully repaired.^000000";
+ mes("^3355FFThe Gemstones have been");
+ mes("arranged, and the Guardian");
+ mes("Stone is successfully repaired.^000000");
delitem Oridecon,1;
delitem Elunium,1;
delitem Stone,30;
@@ -1084,10 +1084,10 @@ OnInit:
}
}
else {
- mes "^3355FFAfter all of that work...";
- mes "It looks like you failed";
- mes "to fix the Guardian Stone,";
- mes "and lost some materials.^000000";
+ mes("^3355FFAfter all of that work...");
+ mes("It looks like you failed");
+ mes("to fix the Guardian Stone,");
+ mes("and lost some materials.^000000");
delitem Stone,10;
delitem Blue_Gemstone,2;
delitem Yellow_Gemstone,2;
@@ -1096,9 +1096,9 @@ OnInit:
}
}
else {
- mes "^3355FFYou don't have enough";
- mes "materials to repair";
- mes "the Guardian Stone.^000000";
+ mes("^3355FFYou don't have enough");
+ mes("materials to repair");
+ mes("the Guardian Stone.^000000");
close;
}
}
@@ -1123,24 +1123,24 @@ OnEnable:
if (getcharid(CHAR_ID_GUILD) == .@GID) {
if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
- mes "^3355FFDemolished Fortress";
- mes "Gates can be repaired,";
- mes "but you will need to gather";
- mes "the following materials.^000000";
+ mes("^3355FFDemolished Fortress");
+ mes("Gates can be repaired,");
+ mes("but you will need to gather");
+ mes("the following materials.^000000");
next;
- mes "^4D4DFF10 Steel^000000,";
- mes "^4D4DFF30 Trunks^000000,";
- mes "^4D4DFF5 Oridecon^000000, and";
- mes "^4D4DFF10 Emveretarcon^000000.";
+ mes("^4D4DFF10 Steel^000000,");
+ mes("^4D4DFF30 Trunks^000000,");
+ mes("^4D4DFF5 Oridecon^000000, and");
+ mes("^4D4DFF10 Emveretarcon^000000.");
next;
select("Continue");
if ((countitem(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 4)) {
- mes "^3355FFYou will need Trunks to";
- mes "repair the support frame,";
- mes "Oridecon to enhance the";
- mes "gate's endurance, and";
- mes "Emveretarcon to basically";
- mes "hold everything together.^000000";
+ mes("^3355FFYou will need Trunks to");
+ mes("repair the support frame,");
+ mes("Oridecon to enhance the");
+ mes("gate's endurance, and");
+ mes("Emveretarcon to basically");
+ mes("hold everything together.^000000");
next;
.@ro_of01 = rand(10,15);
while(1) {
@@ -1148,68 +1148,68 @@ OnEnable:
else {
switch(rand(1,4)) {
case 1:
- mes "^3355FFThe support frame";
- mes "is badly damaged:";
- mes "fixing this part";
- mes "is a top priority.^000000";
+ mes("^3355FFThe support frame");
+ mes("is badly damaged:");
+ mes("fixing this part");
+ mes("is a top priority.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFThe frame has been";
- mes "reinforced with wood.^000000";
+ mes("^3355FFThe frame has been");
+ mes("reinforced with wood.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using steel,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using emveretarcon");
+ mes("to reinforce the gate, but it's");
+ mes("not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using oridecon,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
}
break;
case 2:
- mes "^3355FFIt looks like the gate's";
- mes "overall endurance needs to";
- mes "be reinforced with something.^000000";
+ mes("^3355FFIt looks like the gate's");
+ mes("overall endurance needs to");
+ mes("be reinforced with something.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFYou tried using wood";
- mes "to reinforce the gate.^000000";
+ mes("^3355FFYou tried using wood");
+ mes("to reinforce the gate.^000000");
++.@ro_of02;
next;
break;
case 2:
- mes "^3355FFYou tried using steel";
- mes "to reinforce the gate, but";
- mes "it's not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using steel");
+ mes("to reinforce the gate, but");
+ mes("it's not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using emveretarcon");
+ mes("to reinforce the gate, but it's");
+ mes("not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 4:
- mes "^3355FFYou hammered the";
- mes "oridecon: it looks";
- mes "like this will work.^000000";
+ mes("^3355FFYou hammered the");
+ mes("oridecon: it looks");
+ mes("like this will work.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
@@ -1218,92 +1218,92 @@ OnEnable:
}
break;
case 3:
- mes "^3355FFThe damage to the gate";
- mes "has caused all these";
- mes "cracks. You'll have to";
- mes "weld them solid somehow.^000000";
+ mes("^3355FFThe damage to the gate");
+ mes("has caused all these");
+ mes("cracks. You'll have to");
+ mes("weld them solid somehow.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
+ mes("^3355FFYou tried using wood to fix");
+ mes("this problem, but it seems");
+ mes("to have made it worse.");
+ mes("You'll have to start all over.^000000");
close;
case 2:
- mes "^3355FFYou used steel to weld";
- mes "all the cracks: the gate is";
- mes "is starting to look more solid.^000000";
+ mes("^3355FFYou used steel to weld");
+ mes("all the cracks: the gate is");
+ mes("is starting to look more solid.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using emveretarcon");
+ mes("to reinforce the gate, but it's");
+ mes("not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using oridecon,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
}
break;
case 4:
- mes "^3355FFNow you need to make";
- mes "sure that the gate is held";
- mes "together pretty solidly.^000000";
+ mes("^3355FFNow you need to make");
+ mes("sure that the gate is held");
+ mes("together pretty solidly.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
+ mes("^3355FFYou tried using wood to fix");
+ mes("this problem, but it seems");
+ mes("to have made it worse.");
+ mes("You'll have to start all over.^000000");
close;
case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using steel,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
case 3:
- mes "^3355FFYou successfully used";
- mes "the emveretarcon to repair";
- mes "much of the gate's damage.^000000";
+ mes("^3355FFYou successfully used");
+ mes("the emveretarcon to repair");
+ mes("much of the gate's damage.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using oridecon,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
}
}
}
}
- mes "^3355FFWell, it looks like";
- mes "you're just about done";
- mes "with repairing the gate.^000000";
+ mes("^3355FFWell, it looks like");
+ mes("you're just about done");
+ mes("with repairing the gate.^000000");
next;
if (!agitcheck2()) {
- mes "^3355FFUnfortunately, the Fortress";
- mes "Gate can't be reconstructed:";
- mes "the Emperium is no longer here.^000000";
+ mes("^3355FFUnfortunately, the Fortress");
+ mes("Gate can't be reconstructed:");
+ mes("the Emperium is no longer here.^000000");
close;
}
else {
if (.@rp_temp == .@ro_of01) {
- mes "^3355FFThe Fortress Gate has";
- mes "been successfully repaired!^000000";
+ mes("^3355FFThe Fortress Gate has");
+ mes("been successfully repaired!^000000");
delitem Wooden_Block,30;
delitem Steel,10;
delitem Emveretarcon,10;
@@ -1323,11 +1323,11 @@ OnEnable:
end;
}
else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
+ mes("^3355FFThe wall has been breached,");
+ mes("and the attempt to repair the");
+ mes("Fortress Gate has failed.");
+ mes("You lost some of your");
+ mes("repair resources...^000000");
delitem Oridecon,2;
delitem Steel,4;
delitem Wooden_Block,14;
@@ -1337,9 +1337,9 @@ OnEnable:
}
}
else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
+ mes("^3355FFYou can't attempt to repair");
+ mes("the Fortress Gate if you don't");
+ mes("have all the needed materials.^000000");
close;
}
}
@@ -1738,28 +1738,28 @@ OnDisable:
function script LinkFlag {
if (!getcharid(CHAR_ID_GUILD) || getcharid(CHAR_ID_GUILD) != getcastledata(strnpcinfo(NPC_MAP),1)) end;
if (getarg(0) == "Convenience Facility") {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
+ mes("^3355FFThis is the Stronghold");
+ mes("Teleport Service. Would");
+ mes("you like to teleport to the");
+ mes("Convenience Facility for");
+ mes("guild members?^000000");
if(select("Go to Convenience Facility", "Cancel") == 1)
warp strnpcinfo(NPC_MAP),getarg(1),getarg(2);
close;
}
if (getarg(0) == "Emperium Center") {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
+ mes("^3355FFThis is the Stronghold");
+ mes("Teleport Service. Would");
+ mes("you like to teleport to");
+ mes("the Emperium Center?^000000");
if(select("Teleport", "Cancel") == 1)
warp strnpcinfo(NPC_MAP),getarg(1),getarg(2);
close;
}
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
+ mes("^3355FFThis is the Stronghold");
+ mes("Teleport Service. Please");
+ mes("choose a destination");
+ mes("within the stronghold.^000000");
for (.@i = 0; .@i<getargcount(); .@i += 3)
.@menu$ += getarg(.@i)+":";
.@menu$ += "Cancel";
@@ -1774,20 +1774,20 @@ function script ReturnFlag {
.@str$ = (compare(strnpcinfo(NPC_MAP),"aru"))?"Arunafeltz":"Schwaltzvalt";
.@GID = getcastledata(getarg(0),1);
if (!.@GID) {
- mes "[ "+.@str$+" Royal Edict ]";
- mes "The Holy Kingdom of";
- mes .@str$+" declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
+ mesf("[ %s Royal Edict ]", .@str$);
+ mes("The Holy Kingdom of");
+ mesf("%s declares that", .@str$);
+ mes("one has yet to claim lordship");
+ mes("over this stronghold. The one");
+ mes("that breaks the Emperium will");
+ mes("be recognized as its new owner.");
close;
}
if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(1,0)) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
+ mes("[ Ringing Voice ]");
+ mes("Courageous one,");
+ mes("do you wish to return");
+ mes("to your stronghold?");
next;
if(select("Return to the Stronghold", "Cancel") == 1 && getcharid(CHAR_ID_GUILD) == getcastledata(getarg(0),1)) {
if (compare(getarg(0),"arug")) {
@@ -1804,27 +1804,27 @@ function script ReturnFlag {
}
close;
}
- mes "[ "+.@str$+" Royal Edict ]";
- mes "The Holy Kingdom of";
- mes .@str$+" decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild.";
+ mesf("[ %s Royal Edict ]", .@str$);
+ mes("The Holy Kingdom of");
+ mesf("%s decrees that", .@str$);
+ mes("this stronghold is owned");
+ mesf("by the ^FF0000%s^000000 Guild.", getguildname(.@GID));
next;
- mes "[ "+.@str$+" Royal Edict ]";
- mes "^FF0000"+getguildmaster(.@GID)+"^000000 is";
- mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
+ mesf("[ %s Royal Edict ]", .@str$);
+ mesf("^FF0000%s^000000 is", getguildmaster(.@GID));
+ mesf("Guild Master of ^FF0000%s^000000.", getguildname(.@GID));
+ mes("Any that object must claim this");
+ mes("stronghold through strength of");
+ mes("steel and magic during the");
+ mes("appointed Guild Siege times.");
close;
}
//== Treasure Room Switches ================================
- script Switch#template FAKE_NPC,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
+ mes(" ");
+ mes("^3355FFWill you pull");
+ mes("this small lever?^000000");
next;
if(select("Pull Lever", "Cancel") == 2) close;
if (compare(strnpcinfo(NPC_MAP),"arug")) {
@@ -1844,7 +1844,7 @@ function script ReturnFlag {
//== Guild Dungeon Warps ===================================
- script Sunflower#template FAKE_NPC,{
if (getcharid(CHAR_ID_GUILD) == getcastledata(strnpcinfo(NPC_MAP),1)) {
- mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -";
+ mes("- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -");
next;
switch(select("Hold the stem.", "Do nothing.")) {
case 1:
@@ -1862,7 +1862,7 @@ function script ReturnFlag {
warp .@map$,.@mapx[.@i],.@mapy[.@i];
close;
case 2:
- mes "It's too scary to touch unknown things.";
+ mes("It's too scary to touch unknown things.");
close;
}
}