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-rw-r--r--npc/cities/alberta.txt288
-rw-r--r--npc/cities/aldebaran.txt22
-rw-r--r--npc/cities/amatsu.txt22
-rw-r--r--npc/cities/ayothaya.txt30
-rw-r--r--npc/cities/comodo.txt12
-rw-r--r--npc/cities/einbech.txt14
-rw-r--r--npc/cities/einbroch.txt22
-rw-r--r--npc/cities/geffen.txt59
-rw-r--r--npc/cities/gonryun.txt22
-rw-r--r--npc/cities/hugel.txt12
-rw-r--r--npc/cities/izlude.txt47
-rw-r--r--npc/cities/jawaii.txt94
-rw-r--r--npc/cities/lighthalzen.txt10
-rw-r--r--npc/cities/louyang.txt32
-rw-r--r--npc/cities/lutie.txt180
-rw-r--r--npc/cities/manuk.txt22
-rw-r--r--npc/cities/morocc.txt16
-rw-r--r--npc/cities/moscovia.txt22
-rw-r--r--npc/cities/niflheim.txt14
-rw-r--r--npc/cities/payon.txt51
-rw-r--r--npc/cities/prontera.txt14
-rw-r--r--npc/cities/rachel.txt20
-rw-r--r--npc/cities/splendide.txt16
-rw-r--r--npc/cities/umbala.txt36
-rw-r--r--npc/cities/veins.txt6
-rw-r--r--npc/cities/yuno.txt72
26 files changed, 601 insertions, 554 deletions
diff --git a/npc/cities/alberta.txt b/npc/cities/alberta.txt
index 3909d63b2..dff5abf61 100644
--- a/npc/cities/alberta.txt
+++ b/npc/cities/alberta.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Alberta Town
-//===== By: ==================================================
+//===== By: ==================================================
//= DZeroX
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
+//===== Description: =========================================
//= Town-specific Alberta NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 Converted from Aegis 10.4 [DZeroX]
//= 1.1 Optimized, missing next, REMOVED .GATs! again [Lupus]
//= 1.2 Implemented progression fixes provided by $ephiroth. [L0ne_W0lf]
@@ -67,41 +67,45 @@ alberta,131,139,2 script Drunken Old Man 54,{
mes "Wh-what are you";
mes "staring at? Get lost!!";
next;
- if(select("Say nothing.","Leave him alone.") == 1) {
- mes "[Deagle]";
- mes "Hahahaha ^666666*hiccup*^000000... You've got some nerve. I may look worthless now, but I used to be a sailor on the 'Going Mary.'";
- next;
- if(select("Never heard of it.","Really? No kidding!") == 1) {
- mes "[Deagle]";
- mes "Never heard of it?! Everybody knows th'notorious pirate ship 'Going Mary!' ^666666*Hiccup~*^000000";
- next;
+ switch(select("Say nothing.","Leave him alone.")) {
+ case 1:
mes "[Deagle]";
- mes "Ah~ The ol'days. If only... If only we hadn't run into that STORM...^666666*hiccup*^000000";
+ mes "Hahahaha ^666666*hiccup*^000000... You've got some nerve. I may look worthless now, but I used to be a sailor on the 'Going Mary.'";
next;
+ switch(select("Never heard of it.","Really? No kidding!")) {
+ case 1:
+ mes "[Deagle]";
+ mes "Never heard of it?! Everybody knows th'notorious pirate ship 'Going Mary!' ^666666*Hiccup~*^000000";
+ next;
+ mes "[Deagle]";
+ mes "Ah~ The ol'days. If only... If only we hadn't run into that STORM...^666666*hiccup*^000000";
+ next;
+ mes "[Deagle]";
+ mes "AH~ Captain. I miss our cap'n more than anything... No foe survived before cap'n's sword.";
+ close;
+ case 2:
+ mes "[Deagle]";
+ mes "That's right! NOBODY meshes with the crew of the 'Going Mary!' And nobody can beat out cap'n in a sword fight!";
+ next;
+ mes "[Deagle]";
+ mes "CAPTAIN~!!! ^666666*HICCUP~*^000000 He would swing his sword like this, then... THEN!!";
+ next;
+ mes "[Deagle]";
+ mes "The bastard the captain was fighting, and anyone of his friends near him, were surrounded in flame!";
+ next;
+ mes "[Deagle]";
+ mes "Man, that sword must have had some sort of mysterious power, or the captain was just that good...!";
+ next;
+ mes "[Deagle]";
+ mes "Phew~~ ^666666*Sob* *Sob...*^000000 God, I miss everyone! Now I'm depressed! Please, go away now.";
+ close;
+ }
+ case 2:
mes "[Deagle]";
- mes "AH~ Captain. I miss our cap'n more than anything... No foe survived before cap'n's sword.";
+ mes "That's right!";
+ mes "Go AWAY~";
close;
- }
- mes "[Deagle]";
- mes "That's right! NOBODY meshes with the crew of the 'Going Mary!' And nobody can beat out cap'n in a sword fight!";
- next;
- mes "[Deagle]";
- mes "CAPTAIN~!!! ^666666*HICCUP~*^000000 He would swing his sword like this, then... THEN!!";
- next;
- mes "[Deagle]";
- mes "The bastard the captain was fighting, and anyone of his friends near him, were surrounded in flame!";
- next;
- mes "[Deagle]";
- mes "Man, that sword must have had some sort of mysterious power, or the captain was just that good...!";
- next;
- mes "[Deagle]";
- mes "Phew~~ ^666666*Sob* *Sob...*^000000 God, I miss everyone! Now I'm depressed! Please, go away now.";
- close;
}
- mes "[Deagle]";
- mes "That's right!";
- mes "Go AWAY~";
- close;
}
alberta,58,80,2 script Shakir 99,{
@@ -228,7 +232,7 @@ alb2trea,39,50,6 script Fisk#a2t 100,{
mes "[Fisk]";
mes "So you wanna head back to the mainland in Alberta, eh?";
next;
- if(select("Yes please.","I changed my mind.") == 1)
+ if(select("Yes please.","I changed my mind.")==1)
warp "alberta",192,169;
close;
}
@@ -251,22 +255,25 @@ alberta,195,151,2 script Paul 86,{
mes "fee is only";
mes "200 Zeny.";
next;
- if(select("Sign me up!","Uh, no thanks.") == 1) {
- if (Zeny < 200) {
+ switch(select("Sign me up!","Uh, no thanks.")) {
+ case 1:
+ if (Zeny < 200) {
+ mes "[Paul]";
+ mes "It seems you don't have the money, my friend. But please come back when you're able to pay.";
+ close;
+ } else {
+ set Zeny,Zeny - 200;
+ warp "alb2trea",62,69;
+ close;
+ }
+ case 2:
mes "[Paul]";
- mes "It seems you don't have the money, my friend. But please come back when you're able to pay.";
+ mes "Alright, well...";
+ mes "I'll be around";
+ mes "if you change";
+ mes "your mind.";
close;
- }
- set Zeny,Zeny - 200;
- warp "alb2trea",62,69;
- close;
}
- mes "[Paul]";
- mes "Alright, well...";
- mes "I'll be around";
- mes "if you change";
- mes "your mind.";
- close;
}
alberta,190,173,4 script Phelix 85,{
@@ -292,106 +299,111 @@ alberta,190,173,4 script Phelix 85,{
mes "If you're interested in my offer, get me the stuff I mentioned.";
set @event_zelopy,1;
close;
- }
- mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
- next;
- if(select("Red Potions please.","Carrots please.") == 1) {
- mes "[Phelix]";
- mes "Alright...";
- mes "Let's see";
- mes "what'cha got...";
- next;
- mes "[Phelix]";
- if (countitem(909) < 10) {
- mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
- close;
- }
- set .@max,countitem(909)/10;
- mes "Hmm, not bad...";
- mes "How many potions";
- mes "do you want to get?";
+ } else {
+ mes "Hmm.. you want to exchange jellopies for Red Potions or some Carrots eh? Well.. which one?";
next;
- switch(select("As many as I can, please.","I want this many.","Never mind, I like my jellopy.")) {
+ switch(select("Red Potions please.","Carrots please.")) {
case 1:
- delitem 909,.@max*10; // Jellopy
- getitem 501,.@max; // Red_Potion
- break;
- case 2:
mes "[Phelix]";
- mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
- mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
- input .@amount;
+ mes "Alright...";
+ mes "Let's see";
+ mes "what'cha got...";
next;
mes "[Phelix]";
- if (.@amount <= 0) {
- mes "Much obliged, come again anytime.";
+ if (countitem(909) < 10) {
+ mes "Hey! Weren't you listening?. I said 10 jellopies for 1 Red Potion.. are ya deaf?";
close;
- }
- if (.@amount > 100) {
- mes "Hey, what'd I say? 100 at a time at most, you're trying to kill me aren't you!";
+ } else {
+ set .@max,countitem(909)/10;
+ mes "Hmm, not bad...";
+ mes "How many potions";
+ mes "do you want to get?";
+ next;
+ switch(select("As many as I can, please.","I want this many.","Never mind, I like my jellopy.")) {
+ case 1:
+ delitem 909,.@max*10; // Jellopy
+ getitem 501,.@max; // Red_Potion
+ break;
+ case 2:
+ mes "[Phelix]";
+ mes "I'm not giving you more then 100 at a time so don't bother, OK? If you don't want any, just say '0'.";
+ mes "Right now, the most you can get is " + .@max + " but remember, 100 at most, you want to break my back?.";
+ input .@amount;
+ next;
+ mes "[Phelix]";
+ if (.@amount <= 0) {
+ mes "Much obliged, come again anytime.";
+ close;
+ }
+ if (.@amount > 100) {
+ mes "Hey, what'd I say? 100 at a time at most, you're trying to kill me aren't you!";
+ close;
+ }
+ if (countitem(909) < .@amount*10) {
+ mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
+ close;
+ }
+ delitem 909,.@amount*10; // Jellopy
+ getitem 501,.@amount; // Red_Potion
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "No problem,";
+ mes "see you next time.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go! As I promised. Don't go suckin' them all down at once.";
close;
}
- if (countitem(909) < .@amount*10) {
- mes "Hmm, it looks like you don't have enough. Go get more jellopies if you want anything else from me.";
+ case 2:
+ mes "[Phelix]";
+ mes "Alright, let's see what ya got...";
+ next;
+ mes "[Phelix]";
+ if (countitem(909) < 3) {
+ mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
+ close;
+ } else {
+ set .@max,countitem(909)/3;
+ mes "Not too bad pansy...";
+ mes "How many do you want?";
+ next;
+ switch(select("As many as I can get, please","I want this many.","Never mind, I like my jellopy.")) {
+ case 1:
+ delitem 909,.@max*3; // Jellopy
+ getitem 515,.@max; // Carrot
+ break;
+ case 2:
+ mes "[Phelix]";
+ mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
+ input .@amount;
+ next;
+ mes "[Phelix]";
+ if (.@amount == 0) {
+ mes "Alright then, see you next time.";
+ close;
+ }
+ if (.@amount > 100) {
+ mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
+ close;
+ }
+ if (countitem(909) < .@amount*10) {
+ mes "Seems you don't have enough. Go get some more if you want anything else.";
+ close;
+ }
+ delitem 909,.@amount*3; // Jellopy
+ getitem 515,.@amount; // Carrot
+ break;
+ case 3:
+ mes "[Phelix]";
+ mes "Catch'ya later.";
+ close;
+ }
+ mes "[Phelix]";
+ mes "There you go~! As I promised. Try not to stuff yer face.";
close;
}
- delitem 909,.@amount*10; // Jellopy
- getitem 501,.@amount; // Red_Potion
- break;
- case 3:
- mes "[Phelix]";
- mes "No problem,";
- mes "see you next time.";
- close;
}
- mes "[Phelix]";
- mes "There you go! As I promised. Don't go suckin' them all down at once.";
- close;
- }
- mes "[Phelix]";
- mes "Alright, let's see what ya got...";
- next;
- mes "[Phelix]";
- if (countitem(909) < 3) {
- mes "Hmm, look pansy ass, I said 3 jellopies for 1 Carrot.. got it?";
- close;
}
- set .@max,countitem(909)/3;
- mes "Not too bad pansy...";
- mes "How many do you want?";
- next;
- switch(select("As many as I can get, please","I want this many.","Never mind, I like my jellopy.")) {
- case 1:
- delitem 909,.@max*3; // Jellopy
- getitem 515,.@max; // Carrot
- break;
- case 2:
- mes "[Phelix]";
- mes "Right I'm not giving you more then 100 at a time so don't bother, okay? If you don't want any, just say '0'.";
- input .@amount;
- next;
- mes "[Phelix]";
- if (.@amount == 0) {
- mes "Alright then, see you next time.";
- close;
- }
- if (.@amount > 100) {
- mes "Hey pansy ass, I said 100 at most, no more then that! I'm not going to break my back for the likes of you!";
- close;
- }
- if (countitem(909) < .@amount*10) {
- mes "Seems you don't have enough. Go get some more if you want anything else.";
- close;
- }
- delitem 909,.@amount*3; // Jellopy
- getitem 515,.@amount; // Carrot
- break;
- case 3:
- mes "[Phelix]";
- mes "Catch'ya later.";
- close;
- }
- mes "[Phelix]";
- mes "There you go~! As I promised. Try not to stuff yer face.";
- close;
}
diff --git a/npc/cities/aldebaran.txt b/npc/cities/aldebaran.txt
index d49a4f8f0..e60902b74 100644
--- a/npc/cities/aldebaran.txt
+++ b/npc/cities/aldebaran.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
//= Al De Baran Town
-//===== By: ==================================================
-//= L0ne_W0lf, rAthena Dev Team
-//===== Current Version: =====================================
+//===== By: ==================================================
+//= rAthena Dev Team; L0ne_W0lf
+//===== Current Version: =====================================
//= 2.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Al De Baran Town NPCs
-//===== Additional Comments: =================================
-//= v1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
-//= The 2nd reserve points agent is not complete yet.
+//===== Additional Comments: =================================
+//= 1.1 Added RS125 NPC. Added another Kafra Reserve points agent.
+//= The 2nd reserve points agent is not complete yet.
//= 1.2 Lottery input number fix [Lupus], 1.2a - label typo fixed
//= 1.3 Gatekeeper's bug fixed (wrong check and wrong item ID
//= for underground), fixed some typos [Lupus]
@@ -21,8 +21,8 @@
//= 1.7 Fixed exploits [Lupus] 1.8 Removed Duplicates [Silent]
//= 1.9 Fixed a bunch of typos with information from Crono/Hollengrhen [Evera]
//= 1.9a Now Pavianne doesn't sell Kafra Passes. She refunds them [Lupus]
-//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
-//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
+//= 2.0 Re-made all the dialog-only NPCs with official dialogs.
+//= Kafra and Clock Tower NPCs pending remake. [DZeroX]
//= 2.01 removed all .GATs [Lupus]
//= 2.1 Rescripted most NPCs to Aegis 10.3 standards. [L0ne_W0lf]
//= 2.2 Corrected NPC names to fall within proper resctrictions. [L0ne_W0lf]
@@ -685,7 +685,7 @@ aldeba_in,156,179,4 script Master#alde 61,{
mes "Who's your";
mes "favorite Kafra girl?";
next;
- if (sex == 0) {
+ if (Sex == 0) {
mes "[Master]";
mes "Oh, and don't worry. I know that girls have some kind of opinion about how pretty other girls are.";
next;
diff --git a/npc/cities/amatsu.txt b/npc/cities/amatsu.txt
index de68aff7b..1c5ca242b 100644
--- a/npc/cities/amatsu.txt
+++ b/npc/cities/amatsu.txt
@@ -1,20 +1,20 @@
//===== Hercules Script ======================================
//= Amatsu Town
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.4
-//===== Description: =========================================
+//===== Description: =========================================
//= [Aegis Conversion]
//= Amatsu Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.3 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
-//= Moved elemental stone trader to 'elemental_trader.txt'
+//= Moved elemental stone trader to 'elemental_trader.txt'
//= 1.4 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Amatsu Transportation
-//=====================================================
+//============================================================
- script ::Sea_Captain_amatsu -1,{
mes "[Walter Moers]";
mes "Hey, there.";
@@ -96,7 +96,7 @@
mes "[Walter Moers]";
mes "Alright, I will start the engine!";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "amatsu",197,83;
end;
}
@@ -149,7 +149,7 @@ amatsu,194,79,5 script Sea Captain#ama2 709,{
}
// Generic Amatsu NPCs
-//=====================================================
+//============================================================
amatsu,230,160,3 script Well-side Maiden#ama 757,{
mes "[Yuuko]";
mes "I usually come to this well to";
@@ -337,7 +337,7 @@ amatsu,287,266,3 script Jyaburo#ama 766,{
}
// Legendary Tree
-//=====================================================
+//============================================================
amatsu,269,221,1 script Propose Girl#ama 758,{
set jap_tree,1;
mes "[Hutari Shioko]";
@@ -584,9 +584,9 @@ amatsu,262,197,1 script Legendary Tree 111,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Amatsu Town NPCs : Revision 2 (Fox quest fix)
//= Translated by Makenshi and dj
//= Revisions and edits by Valaris and Darkchild
diff --git a/npc/cities/ayothaya.txt b/npc/cities/ayothaya.txt
index 1c22c2975..2a4480aa2 100644
--- a/npc/cities/ayothaya.txt
+++ b/npc/cities/ayothaya.txt
@@ -1,21 +1,21 @@
//===== Hercules Script ======================================
//= Ayotaya Town
-//===== By: ==================================================
+//===== By: ==================================================
//= MasterOfMuppets
//===== Current Version: =====================================
//= 1.9
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Ayotaya Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.6 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
//= 1.7 Fixed character's anme bugs [Lupus]
//= 1.8 Moved Alberta NPC to pre-re/re paths. [Euphy]
-//= 1.9 Updated Warp coordinates to Alberta
-//============================================================
+//= 1.9 Updated Renewal warp coordinates.
+//============================================================
-// Ayothaya Transportation NPC
-//============================================================
+// Ayothaya Transportation
+//============================================================
- script ::Aibakthing_ayothaya -1,{
mes "[Aibakthing]";
mes "Hoo! Hah! Hoo! Hah!";
@@ -56,7 +56,7 @@
mes "Let us be off! Back to my";
mes "beautiful Ayotaya!";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "ayothaya",149,71;
end;
}
@@ -104,7 +104,7 @@ ayothaya,152,68,1 script Aibakthing#ayo2 843,{
}
// Generic Ayothaya NPCs
-//============================================================
+//============================================================
ayothaya,189,120,3 script Young Man#Thang 843,{
mes "[Thang]";
mes "There's an ancient,";
@@ -296,14 +296,14 @@ ayothaya,241,264,5 script Young Man#5ayothaya2 843,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= 0.1 Added a Sailor NPC to get back to Alberta [ZoDIaC]
//= 0.2 fixed coords, dialogues
//= 0.3 Fixed Warp name, ayotaya doesn't exist, even though iRO
-//= decided to call it Ayotaya, it really is Ayothaya, like
-//= that Yuno/Juno thing
+//= decided to call it Ayotaya, it really is Ayothaya, like
+//= that Yuno/Juno thing
//= 0.4 Added the official warp npc for Ayothaya. [MasterOfMuppets]
//= 1.0 Added most of the official npcs. The following quests were added: [MasterOfMuppets]
//= Tom Yum Goong quest, Holy Threads quest and Holier threads quest.
@@ -314,4 +314,4 @@ ayothaya,241,264,5 script Young Man#5ayothaya2 843,{
//= 1.3 Removed Duplicates [Silent]
//= 1.4 Moved quests to quests/quests_ayothaya.txt [Evera]
//= 1.5 Moved a few NPC's to quests/quests_ayothaya.txt [MasterOfMuppets]
-//============================================================
+//============================================================
diff --git a/npc/cities/comodo.txt b/npc/cities/comodo.txt
index 31d108710..6f2f2a6c8 100644
--- a/npc/cities/comodo.txt
+++ b/npc/cities/comodo.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Comodo Town
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.0
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Comodo Town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Not complete.
//= 1.1 Rolled back from the wrong Kashy's fix
//= Implemented the 'Cheese'/Stone of Awakening quest. Re-organized stuff. [kobra_k88]
@@ -349,12 +349,12 @@ cmd_fild07,299,83,4 script Zain#cmd 100,{
switch(select("Alberta - 600 Zeny:Izlude - 800 Zeny:Cancel")) {
case 1:
if (Zeny < 600) break;
- set zeny,zeny-600;
+ set Zeny, Zeny-600;
warp "alberta",192,169;
end;
case 2:
if (Zeny < 800) break;
- set zeny,zeny-800;
+ set Zeny, Zeny-800;
if(checkre(0))
warp "izlude",195,212;
else
diff --git a/npc/cities/einbech.txt b/npc/cities/einbech.txt
index a4c969910..285221ab8 100644
--- a/npc/cities/einbech.txt
+++ b/npc/cities/einbech.txt
@@ -1,12 +1,12 @@
//===== Hercules Script ======================================
//= Einbech Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad_Dib
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
+//===== Description: =========================================
//=
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.1 Started writing Einbech npc's. [Muad_Dib]
//= 0.1a Conversion to eA format [MasterOfMuppets]
//= 0.1b Added missing tabs. [Mass Zero] 0.1c more missing tabs [Lupus]
@@ -16,7 +16,7 @@
//= 1.0 Added the last of the town npcs, [MasterOfMuppets]
//= all credits to muad_dib for scripting them.
//= 1.1 Made some changes according to the Shinokas quest, [MasterOfMuppets]
-//= thanks to Dj-Yhn for scripting them.
+//= thanks to Dj-Yhn for scripting them.
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Implemented the Lover's quest. [MasterOfMuppets]
//= 1.4 Moved quests to quests/quests_ein.txt [Evera]
@@ -212,7 +212,7 @@ einbech,39,215,5 script Train Station Staff#ein3 852,{
mes "we hope you enjoy";
mes "the ride. All aboard!";
close2;
- set zeny,zeny-200;
+ set Zeny, Zeny-200;
warp "einbroch",226,276;
end;
}
@@ -987,7 +987,7 @@ einbech,148,246,5 script Franz#ein 851,{
mes "Now those aggressive teddy";
mes "bears are scattered all over";
mes "the place and the government";
- mes " has classified them as monsters. Kill with extreme prejudice!";
+ mes "has classified them as monsters. Kill with extreme prejudice!";
next;
mes "[Franz]";
mes "According to adventurers";
diff --git a/npc/cities/einbroch.txt b/npc/cities/einbroch.txt
index 27f561007..fa6698b73 100644
--- a/npc/cities/einbroch.txt
+++ b/npc/cities/einbroch.txt
@@ -1,26 +1,26 @@
//===== Hercules Script ======================================
//= Einbroch Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Everybody mentioned in the comments
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//=
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 0.2 Added some NPCs [MasterOfMuppets]
//= 0.3 Added a few npcs by reddozen [MasterOfMuppets]
//= 0.4 Added a crappy quest, have fun guys... [MasterOfMuppets]
//= 0.4a Added exp bonus for the factory quest, borrowed from a Korean fansite.
//= 0.4b Added missing close [Komurka]
//= 0.5 Added Temporal Locations of Gunslinger Job Change map.
-//= Info provided by RockmanEXE [erKURITA]
+//= Info provided by RockmanEXE [erKURITA]
//= 0.6 Implemented a crap quest [MasterOfMuppets]
//= 0.7 Implemented an inn NPC [MasterOfMuppets]
//= 0.8 Implemented the Shinokas quest, thanks to [MasterOfMuppets]
-//= Dj-Yhn for scripting it.
+//= Dj-Yhn for scripting it.
//= 0.9 Removed Duplicates [Silent]
//= 1.0 Implemented the Lover's quest. [MasterOfMuppets]
-//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
+//= 1.1 Split quests into quests/cities_einbroch.txt [Evera]
//= 1.2 Split more quests into above file [Evera]
//= 1.3 Added (finally) the Garrison quest npc [erKURITA]
//= 1.4 Implemented the polution script. [MasterOfMuppets]
@@ -128,7 +128,7 @@ function script EinTower {
mes "using our services.";
mes "Let me guide you to";
mes "the tower right away.";
- set zeny,zeny-10;
+ set Zeny, Zeny-10;
close2;
warp "einbroch",181,196;
end;
@@ -155,7 +155,7 @@ function script EinTower {
mes "using our services.";
mes "Let me guide you to";
mes "the tower right away.";
- set zeny,zeny-20;
+ set Zeny, Zeny-20;
getitem 512,1; //Apple
close2;
warp "einbroch",174,204;
@@ -203,7 +203,7 @@ einbroch,232,272,3 script Train Station Staff#ein1::EinbrochTrain 852,{
mes "Have a safe trip.";
mes "^333333*Ahem*^000000 All aboard!";
close2;
- set zeny,zeny-200;
+ set Zeny, Zeny-200;
warp "einbech",43,215;
end;
}
@@ -834,7 +834,7 @@ ein_in01,206,224,3 script Hotel Employee#ein 855,{
mes "Please enjoy";
mes "your rest~";
close2;
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
percentheal 100,100;
warp "ein_in01",272,167;
end;
diff --git a/npc/cities/geffen.txt b/npc/cities/geffen.txt
index bc337bf3c..85595bd66 100644
--- a/npc/cities/geffen.txt
+++ b/npc/cities/geffen.txt
@@ -1,15 +1,15 @@
//===== Hercules Script ======================================
//= Geffen Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Everybody mentioned in the comments
-//===== Current Version: =====================================
-//= 1.9
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 2.0
+//===== Description: =========================================
+//= [Official Conversion]
//= Geffen Town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
-//= 1.1 - Spell Checked [massdriller]
+//= 1.1 Spell Checked [massdriller]
//= 1.2 Fixed more typos [Nexon]
//= 1.3 added a Level 4 weapon quest related NPC [MasterOfMuppets]
//= 1.4 Removed Duplicates [Silent]
@@ -20,6 +20,7 @@
//= 1.7 Fixed bad NPC header data to comply with rev. 11603. [L0ne_W0lf]
//= 1.8 Fixed character's name and swapped gender dialogues [Lupus]
//= 1.9 Replaced effect numerics with constants. [Samuray22]
+//= 2.0 Bug fixes (bugreport:7928) [DeadlySilence]
//============================================================
geffen,59,143,0 script Meera 91,{
@@ -99,7 +100,7 @@ geffen,147,26,0 script Ralphie 97,{
mes "With that, anyone could be as strong as Hercules... Even a weakling like me! Hahahahahah,";
mes "I must have it!";
next;
- Emotion e_gasp;
+ emotion e_gasp;
mes "[Ralphie]";
mes "...Good Heavens!";
mes "Since when were";
@@ -128,7 +129,7 @@ geffen,111,48,0 script Stacey 101,{
mes "Is that an Orc Helm you're wearing?! That's so cool! Wow...";
next;
mes "[Stacey]";
- if (sex) {
+ if (Sex) {
mes "You look so...";
mes "Rugged and manly~";
}
@@ -149,11 +150,11 @@ geffen,111,48,0 script Stacey 101,{
mes "of Orc Hero!";
next;
mes "[Stacey]";
- if (sex) {
+ if (Sex) {
mes "It's...";
mes "It's like you're surrounded by this incredibly masculine aura! Oooh~! You must be irresistable to all the girls!";
next;
- Emotion e_lv;
+ emotion e_lv;
mes "[Stacey]";
mes "And I'm no exception.";
}
@@ -223,7 +224,7 @@ OnTouch:
mes "You wanna get your hands on some great stuff? Come on over!^000000";
next;
mes "[Suspicious Guy]";
- if (sex)
+ if (Sex)
mes "Hey there tough guy. You look smart enough to recognize a bargain when it's right in front of your eyes.";
else
mes "Well, well, well. Aren't you a pretty girl. Today just happens to be your lucky day!";
@@ -258,7 +259,7 @@ OnTouch:
input .@input;
if (.@input == 0) {
mes "[Suspicious Guy]";
- if (sex)
+ if (Sex)
mes "Ah duuuuuude~ You're breakin' my heart! I mean, at these prices, I'm practically performing charity!";
else
mes "W-waaaait! You didn't let me tell you the part about how Red Potions help you lose and gain weight in all the right places! Waaaaait!";
@@ -285,12 +286,12 @@ OnTouch:
mes "^333333Now I gotta find some other sucker to dump this junk on!^000000 *Ahem* I mean, come again!";
close;
}
- set zeny,zeny-.@Red_potion_hap;
+ set Zeny, Zeny-.@Red_potion_hap;
getitem 501,.@input; //Red_Potion
break;
case 2:
mes "[Suspicious Guy]";
- if (sex) {
+ if (Sex) {
mes "What would a strong guy like you want a knife for? Those will just break under the force of your incredibly powerful swings!";
next;
mes "[Suspicious Guy]";
@@ -350,12 +351,12 @@ OnTouch:
mes "When the greatest deal in your life is right before your eyes?! Tragic, truly tragic...";
close;
}
- set zeny,zeny-.@Main_gauche_hap;
+ set Zeny, Zeny-.@Main_gauche_hap;
getitem 1207,.@input; //Main_Gauche
break;
case 3:
mes "[Suspicious Guy]";
- if (sex)
+ if (Sex)
mes "A Manteau? That's old news! You know what's the latest in protective armors?";
else
mes "Now why would such a beautiful woman wear something out of style? You know what would make you look even better?";
@@ -396,13 +397,13 @@ OnTouch:
break;
}
set .@Hood__hap,.@input * 930;
- if (zeny < .@Hood__hap) {
+ if (Zeny < .@Hood__hap) {
mes "[Suspicious Guy]";
mes "Oh nuts...";
mes "Short on zeny, eh?";
close;
}
- set zeny,zeny-.@Hood__hap;
+ set Zeny, Zeny-.@Hood__hap;
getitem 2501,.@input; //Hood
break;
case 4:
@@ -457,7 +458,7 @@ geffen_in,22,125,1 script Crumpler 52,{
mes "[Crumpler]";
mes "Ooooooooh";
mes "crraaaap!";
- Emotion e_gasp;
+ emotion e_gasp;
next;
mes "[Crumpler]";
mes "Help meeeee!";
@@ -495,7 +496,7 @@ geffen_in,22,125,1 script Crumpler 52,{
mes "[Crumpler]";
mes "A...";
mes "Sage?";
- Emotion e_What;
+ emotion e_what;
next;
mes "[Crumpler]";
mes "I don't know what that is. But I guess it can't be half as bad as a Mage.";
@@ -609,7 +610,7 @@ geffen_in,27,134,5 script Waitress#elen 91,{
mes "I hear there's this person somewhere in Rune-Midgard...";
next;
mes "[Elenore]";
- if (sex)
+ if (Sex)
mes "Tell me, have you ever heard of "+strcharinfo(0)+"? He's supposed to be the suavest hero around!";
else
mes "Have you ever heard of "+strcharinfo(0)+"? People say she's one of the prettiest girls in all of Rune-Midgard!";
@@ -649,7 +650,7 @@ geffen_in,27,134,5 script Waitress#elen 91,{
mes "^990000Hey you sex crazed bastard!! Stop looking at my daughter like that before I rip out your eyes, and eat them with pasta!^000000";
next;
mes "["+strcharinfo(0)+"]";
- if (sex) {
+ if (Sex) {
mes "Huh...?";
mes "C-come again?";
next;
@@ -765,7 +766,7 @@ geffen_in,70,67,3 script Waitress#elise 90,{
mes "^990000Stay away from my daughter, or I'll beat your brains out, punk! Elisa's gonna marry a doctor! Or a lawyer!^000000";
next;
mes "["+strcharinfo(0)+"]";
- if (sex) {
+ if (Sex) {
mes "Y-y-y-yes, sir!";
next;
mes "^3355FFThat was scary...!";
@@ -1036,7 +1037,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
break;
case 3:
mes "Um...";
- if (sex)
+ if (Sex)
mes "The girl that you";
else
mes "The boy that you";
@@ -1053,8 +1054,8 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "[Psychic Advisor]";
mes "You didn't let me finish my sentence. What I meant to say was...";
next;
- mes "[Psychic Advisor]" ;
- if (sex)
+ mes "[Psychic Advisor]";
+ if (Sex)
mes "The girl that you";
else
mes "The boy that you";
@@ -1073,7 +1074,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "Sometimes, I get the future and the present mixed up. You know, since I'm always looking into the future...?";
next;
mes "[Psychic Advisor]";
- if (sex) {
+ if (Sex) {
mes "What I meant to say was";
mes "^3355FFyou and the perfect woman will soon fall in love^000000. Yes, that's what I meant!";
}
@@ -1202,6 +1203,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "Well, in any case, concentrating on your studies is tough, but it can be rewarding. I hope you do well in whatever you choose to do~";
close;
case 5:
+ mes "[Psychic Advisor]";
mes "The future? I thought it was implied that any fortune I tell you is about the future in the specific field that you choose.";
next;
mes "[Psychic Advisor]";
@@ -1263,6 +1265,7 @@ geffen_in,39,127,2 script Psychic Advisor 704,{
mes "That's my prediction. Can you really argue with the wisdom of the spirit world?";
close;
case 6:
+ mes "[Psychic Advisor]";
mes "Fashion...?";
mes "What does that have to do with matters of the supernatural? Well, um, let me contact the spirits. Ah! Here we go...";
next;
diff --git a/npc/cities/gonryun.txt b/npc/cities/gonryun.txt
index 4d2141e00..d58242e2f 100644
--- a/npc/cities/gonryun.txt
+++ b/npc/cities/gonryun.txt
@@ -1,20 +1,20 @@
//===== Hercules Script ======================================
//= Kunlun Town
-//===== By: ==================================================
+//===== By: ==================================================
//= x[tsk], KarLaeda
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.6
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Kunlun Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.5 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Moved Lost Knife mini-quest to quest file.
+//= Moved Lost Knife mini-quest to quest file.
//= 1.6 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
// Kunlun Transportation
-//============================================================
+//============================================================
- script ::Kunlun_Envoy_gonryun -1,{
mes "[Wa Bai Hu]";
mes "Good day~";
@@ -100,7 +100,7 @@
mes "[Wa Bai Hu]";
mes "Thank you, let me guide you there immediately.";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "gon_fild01",258,82;
end;
}
@@ -187,7 +187,7 @@ gonryun,153,64,7 script Kunlun Envoy#gon4 776,{
}
// Generic Kunlun NPCs
-//============================================================
+//============================================================
gonryun,200,82,3 script Jian Chung Xun#gon 774,{
mes "[Jian Chung Xun]";
mes "I simply adore festivals.";
@@ -410,9 +410,9 @@ gonryun,169,71,3 script Guidev#gon 770,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
// May be missing npc's and dialogue.
//= 1.1 Fixed Typos [Nexon]
//= 1.2 Removed Duplicates [Silent]
diff --git a/npc/cities/hugel.txt b/npc/cities/hugel.txt
index 845b81015..6c8e8bb55 100644
--- a/npc/cities/hugel.txt
+++ b/npc/cities/hugel.txt
@@ -12,13 +12,13 @@
//= Plus no one knows what the NPCs are talking right now :/ [Poki#3]
//= Note: Not all the sprites were correct :P [erKURITA]
//= 1.0 Added the first shop, firecrackers. Thanks RockmanEXE for the info [erKURITA]
-//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
-//= Started the basis of Poring Track. [erKURITA]
-//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
-//= Special thanks to RockmanEXE who provided all necesary info =3
-//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
+//= Added more missing npc, but again, only locations and temp names =/ [erKURITA]
+//= Started the basis of Poring Track. [erKURITA]
+//= Moved the old lady to npc\guides\guides_hu.txt, since it's Hugel's guard [erKURITA]
+//= Special thanks to RockmanEXE who provided all necesary info =3
+//= Abducted/Moved Yan and Yalmire(temp names) to npc\events\custom\p_track. [erKURITA]
//= 1.1 Commented out the whole list of dummy npcs. They're there for nothing anyway,
-//= just using up memory. [erKURITA]
+//= just using up memory. [erKURITA]
//= 1.2 Added a few NPCs scripted by Munin and fixed up format a little [Playtester]
//= 1.3 Moved some quests-related NPCs to proper file. [SinSloth]
//= 1.4 Optimized the Party Supplies Shop [DZeroX]
diff --git a/npc/cities/izlude.txt b/npc/cities/izlude.txt
index da7b650d7..3c330a46e 100644
--- a/npc/cities/izlude.txt
+++ b/npc/cities/izlude.txt
@@ -1,32 +1,33 @@
//===== Hercules Script ======================================
//= Izlude Town
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
//= L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.8a
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.9a
+//===== Description: =========================================
+//= [Official Conversion]
//= Izlude town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= 1.1 fixed 2 zeny bugs/checks [Lupus]
//= 1.2 Fixed a lot of typos [Nexon]
//= 1.3 Removed callfunc Is_####_Class in favor of baseClass [Silentdragon]
//= 1.4 Added a Jawaii related npc. 1.4a Fixed a small bug to
-//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
+//= the Jawaii warper, thanks to reddozen and Silent [MasterOfMuppets]
//= 1.5 Replaced iz_move_alberta with MISC_QUEST & 16 [Lupus]
//= 1.6 Removed Duplicates [Silent]
//= 1.7 Split quest to quests/quests_izlude.txt [Evera]
//= 1.71 Optimized. Also thanks to CAHTEXHuK [Lupus]
//= 1.72 Small bugfix [Paradox924X]
//= 1.8 Rescripted to Aegis 10.3 standard. [L0ne_W0lf]
-//= Removed Honeymoon Helper, as she is a Jawaii NPC.
-//= Moved Signs to the msg_boards file.
+//= Removed Honeymoon Helper, as she is a Jawaii NPC.
+//= Moved Signs to the msg_boards file.
//= 1.8a Made Red/Cebalis as a single NPC + duplicate [Lupus]
//= 1.9 Fixed a small problem with Dega. (Ne default case) [L0ne_W0lf]
-//= Re-added NPC dialog for Cebalis. The dialog differs
-//= (even if slightly,) after the five or so lines.
+//= Re-added NPC dialog for Cebalis. The dialog differs
+//= (even if slightly,) after the five or so lines.
+//= 1.9a A part of Kylick's dialogue is Pre-Renewal only. [Euphy]
//============================================================
// Izlude
@@ -220,9 +221,18 @@
}
- script ::Kylick_izlude -1,{
- mes "[Kylick]";
- switch(rand(2)) {
- case 1:
+ if (!checkre(0) && rand(2)) {
+ mes "[Kylick]";
+ mes "I was thinking, even though the people of Izlude live so close to the ocean...";
+ next;
+ mes "[Kylick]";
+ mes "There are other cultures that have completely developed by living off of the sea. Of course, I'm talking about Amatsu.";
+ next;
+ mes "[Kylick]";
+ mes "I hear the cuisine there is really good! Although the idea of eating raw fish is new to me, I would love to go there, and try it just once!";
+ close;
+ } else {
+ mes "[Kylick]";
mes "Don't you think Binoculars";
mes "are really COOL?! You can";
mes "see all sorts of places...!";
@@ -239,15 +249,6 @@
mes "a pound of cure";
mes "after all, right?";
close;
- Default:
- mes "I was thinking, even though the people of Izlude live so close to the ocean...";
- next;
- mes "[Kylick]";
- mes "There are other cultures that have completely developed by living off of the sea. Of course, I'm talking about Amatsu.";
- next;
- mes "[Kylick]";
- mes "I hear the cuisine there is really good! Although the idea of eating raw fish is new to me, I would love to go there, and try it just once!";
- close;
}
}
diff --git a/npc/cities/jawaii.txt b/npc/cities/jawaii.txt
index a54e2a487..140681af0 100644
--- a/npc/cities/jawaii.txt
+++ b/npc/cities/jawaii.txt
@@ -25,9 +25,9 @@
//= 2.02 Fixed Classic Suite NPC warping directly above a warp [Evera]
//= 3.0 Rescripted to Aegis 10.3 standard. Contains all Jawaii-related NPCs. [L0ne_W0lf]
//= 3.1 Fixed bugs with getpartnerid() (it never returns 1), fixed some conditons,
-//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
+//= replaced getpartnerid() with ispartneron() at some tri-forks [Lupus]
//= 3.2 Reverted ispartneron() BACK to getpartnerid(). [L0ne_W0lf]
-//= None of the NPCs need the player's partner to be online.
+//= None of the NPCs need the player's partner to be online.
//= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
//= 3.3a Just a little typo error. [Samuray22]
//= 3.4 Added missing checkweights. [L0ne_W0lf]
@@ -36,7 +36,7 @@
//= 3.7 Added Izlude RE coordinates. [Euphy]
//============================================================
-// Jawaii
+// Jawaii Transportation
//============================================================
jawaii,239,112,7 script Mariner#toizu 100,{
mes "[Mariner]";
@@ -105,6 +105,8 @@ jawaii,122,263,5 script Mariner#toalbe 100,{
close;
}
+// Generic Jawaii NPCs
+//============================================================
jawaii,188,218,7 script Tavern Lady#Jawaii 80,{
mes "[Lady]";
mes "Oh, dear!";
@@ -237,13 +239,13 @@ jawaii,141,200,3 script Employee#sroom 798,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Alowa]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "T-Thank you ssso much!";
mes "L-Let open the room door";
mes "ffffor you. Thank y-you.";
mes "Ha-have a good time.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",116,64;
end;
}
@@ -256,7 +258,7 @@ jawaii,141,200,3 script Employee#sroom 798,{
mes "[Alowa]";
mes "^666666*Sniff*^000000";
mes "B-but I promise th-that this room is the nicest and cl-cleanest room! P-Please! C-come back!";
- Emotion e_sob;
+ emotion e_sob;
close;
}
@@ -284,7 +286,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Pine Oran]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "Thank you";
mes "for using";
mes "our services.";
@@ -292,7 +294,7 @@ jawaii,108,199,5 script Employee#antroom 74,{
mes "Make yourself";
mes "comfortable.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",129,110;
end;
}
@@ -319,11 +321,11 @@ jawaii,107,189,5 script Employee#horoom 93,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Sharkie Rania]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "Eh, alright.";
mes "Let's get going.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",86,117;
end;
}
@@ -362,11 +364,11 @@ jawaii,112,173,7 script Employee#villroom 93,{
next;
if (select("Use.:Cancel.") == 1) {
mes "[Larks Rania]";
- if (zeny > 999) {
+ if (Zeny > 999) {
mes "Thank you~";
mes "Enjoy your stay.";
close2;
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
warp "jawaii_in",87,75;
end;
}
@@ -410,8 +412,8 @@ jawaii,214,168,5 script Honeymoon Helper#Jawaii 71,{
next;
if (select("I shall buy it.:No, thanks.") == 1) {
mes "[Helper]";
- if (zeny > 49999) {
- set zeny,zeny-50000;
+ if (Zeny > 49999) {
+ set Zeny, Zeny-50000;
getitem 681,1; //Memory_Of_Wedding
mes "Thank you very much~!";
mes "Please remember, you";
@@ -453,10 +455,10 @@ jawaii_in,25,94,0 script Employee#jaw1 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -483,10 +485,10 @@ jawaii_in,25,96,0 script Employee#jaw2 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -499,7 +501,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Oh~";
mes "Look at you...";
mes "You look perfect";
- if (sex)
+ if (Sex)
mes "for your wife~";
else
mes "with your husband~";
@@ -513,7 +515,7 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
mes "Hmm...?";
mes "You don't look like";
mes "you're married, are you?";
- if (sex) {
+ if (Sex) {
next;
mes "[Employee Buffy]";
mes "I'm pretty good";
@@ -527,10 +529,10 @@ jawaii_in,25,98,0 script Employee#jaw3 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -566,10 +568,10 @@ jawaii_in,25,100,0 script Employee#jaw4 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -599,10 +601,10 @@ jawaii_in,30,94,4 script Employee#jaw5 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -624,10 +626,10 @@ jawaii_in,30,96,4 script Employee#jaw6 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -658,10 +660,10 @@ jawaii_in,30,98,4 script Employee#jaw7 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -682,10 +684,10 @@ jawaii_in,30,100,4 script Employee#jaw8 724,{
close;
OnWelcome:
- Emotion e_kis;
+ emotion e_kis;
end;
OnSolo:
- Emotion e_omg;
+ emotion e_omg;
end;
}
@@ -723,7 +725,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
mes "[Waitress]";
mes "Hello,";
mes "how can I help you?";
- Emotion e_kis;
+ emotion e_kis;
next;
switch(select("Give me food.:Bring me drink.:Where's the bar?")) {
case 1:
@@ -734,8 +736,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next;
if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]";
- if (zeny > 999) {
- set zeny,zeny-1000;
+ if (Zeny > 999) {
+ set Zeny, Zeny-1000;
getitem 517,1; //Meat
mes "There you go~";
mes "Enjoy your meal~!";
@@ -760,8 +762,8 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
next;
if (select("Yes.:Wha--! It's too expensive!") == 1) {
mes "[Waitress]";
- if (zeny > 999) {
- set zeny,zeny-1000;
+ if (Zeny > 999) {
+ set Zeny, Zeny-1000;
getitem 503,1; //Yelow_Potion
mes "There you go~";
mes "Enjoy your meal~!";
@@ -785,7 +787,7 @@ jawaii_in,15,104,0 script Waitress#jawaii 80,{
close;
}
}
- Emotion e_omg;
+ emotion e_omg;
mes "[Waitress]";
mes "Hey, hey...!";
mes "I have no idea";
@@ -834,7 +836,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "What would you";
mes "like to drink?";
next;
- if (zeny < 99) {
+ if (Zeny < 99) {
set .@r_jaw,rand(1,100);
mes "[Bartender]";
if (.@r_jaw > 29) {
@@ -893,7 +895,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
percentheal -100,0;
end;
}
- if (zeny > 99) set zeny,zeny-100;
+ if (Zeny > 99) set Zeny, Zeny-100;
switch(rand(4)) {
case 1:
mes "[Bartender]";
@@ -1103,7 +1105,7 @@ S_KillChar:
percentheal -100,0;
end;
}
- if (zeny > 99) set zeny,zeny-100;
+ if (Zeny > 99) set Zeny, Zeny-100;
set .@roof_jaw,.@roof_jaw+getarg(0);
mes "[Bartender]";
mes "There you go.";
@@ -1114,7 +1116,7 @@ S_KillChar:
jawaii_in,43,115,0 script Customer#jaw_1 97,{
if (!getpartnerid()) {
- if (zeny > 99) {
+ if (Zeny > 99) {
mes "[Buchi]";
mes "Grrrr...";
mes "Damn! I don't";
@@ -1172,7 +1174,7 @@ jawaii_in,41,106,3 script Customer#Cage 98,{
mes "After all, everyone knows marriage is a sham for desperate, lonely people!";
next;
mes "[Cage]";
- if (sex) {
+ if (Sex) {
mes "I don't trust anybody!";
mes "You're a fool for chaining";
mes "yourself to some gorgeous";
@@ -1355,7 +1357,7 @@ prt_in,173,13,4 script Customer#SoloHan 86,{
mes "...Wha!?";
mes "Oh man!";
mes "Get outta my face!";
- if (sex) {
+ if (Sex) {
mes "You smell like,";
mes "whupped boyfriend";
mes "or something!";
@@ -1428,8 +1430,8 @@ prt_in,170,14,0 script Customer#Bachewcca 89,{
mes "Unfortunately, singles are not allowed on the island. Why don't you go forget your loneliness in the Prontera pub?";
close;
}
- else if (zeny > 99999) {
- set zeny,zeny-100000;
+ else if (Zeny > 99999) {
+ set Zeny, Zeny-100000;
mes "Bon Voyage...!!";
mes "Let me guide";
mes "you to 'Jawaii!'";
diff --git a/npc/cities/lighthalzen.txt b/npc/cities/lighthalzen.txt
index 35af28b2d..197ef2c68 100644
--- a/npc/cities/lighthalzen.txt
+++ b/npc/cities/lighthalzen.txt
@@ -1,10 +1,10 @@
//===== Hercules Script ======================================
//= Lighthalzen City
-//===== By: ==================================================
+//===== By: ==================================================
//= erKURITA, Au{R}oN (Translated by Alan), $ephiroth
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Lighthalzen NPCs (Temporal names for now) [erKURITA]
//===== Additional Comments: ==================================
//= 2.0 Added missing Lab Staff#amano08 NPC. (bugreport:4319) [Gepard]
@@ -563,7 +563,7 @@ lighthalzen,182,102,3 script Lucius#zen5 866,{
mes "as much as you possibly can...";
close;
}
- set zeny,zeny-.@input;
+ set Zeny, Zeny-.@input;
set $donatedzeny,$donatedzeny + .@input;
mes "[Lucius]";
mes "So far, I've received";
@@ -1020,7 +1020,7 @@ OnTouch:
mes "[" + strcharinfo(0) + "]";
mes "Here you go,";
mes "take this.";
- set zeny,zeny-50;
+ set Zeny, Zeny-50;
next;
mes "[Beggar]";
mes "Thank you so much.";
diff --git a/npc/cities/louyang.txt b/npc/cities/louyang.txt
index ac6d92307..bcac70d9d 100644
--- a/npc/cities/louyang.txt
+++ b/npc/cities/louyang.txt
@@ -1,18 +1,18 @@
-//===== Hercules Script ======================================
+//===== Hercules Script ======================================
//= Louyang City NPCs
-//===== By: ==================================================
+//===== By: ==================================================
//= Vidar (1.0)
//= Mass Zero (1.1)
//= Dino9021, roughly translated by Celest (1.2)
//= Mass Zero (1.3)
//= MasterOfMuppets (2.0)
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 3.0
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Louyang Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 2.9 Rescripted to Aegis 10.3 Standards. [L0ne_W0lf]
//= 3.0 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
@@ -70,7 +70,7 @@
mes "Ready!";
mes "Have fun!";
close2;
- set zeny,zeny-10000;
+ set Zeny, Zeny-10000;
warp "lou_fild01",190,101;
end;
}
@@ -292,7 +292,7 @@ lou_in01,25,23,5 script Friendly Looking Lady#lo 817,{
mes "We are trying to provide you with the best of service. Please";
mes "come again.";
next;
- set zeny,zeny-500;
+ set Zeny, Zeny-500;
warp "lou_in01",17,19;
end;
case 3:
@@ -323,22 +323,22 @@ louyang,84,254,0 script Exit#lou 111,{
close;
}
-//============================================================
+//============================================================
// Old changelog
-//============================================================
+//============================================================
//= Originally made for Vidar
-//= 1.2 - Added official warp NPC's
-//= 1.3 - Fixed gramatical errors. (Like wtf's with the weird
-// texts celest? xD)
-//= 2.0 - Completely rewrote the current scripts based on iRO.
-// Added the 'Shouting Quest' and the 'Medicine Quest'
+//= 1.2 Added official warp NPC's
+//= 1.3 Fixed gramatical errors. (Like wtf's with the weird
+//= texts celest? xD)
+//= 2.0 Completely rewrote the current scripts based on iRO.
+//= Added the 'Shouting Quest' and the 'Medicine Quest'
//= 2.1 Optimized, made quest vars unique [Lupus]
//= 2.1a minor fix, 2.1b Fixed Typos [Nexon]
//= 2.2 Fixed exploits [Lupus]
//= 2.2a Updated the color codes a little and fixed the shouting quest
-//= to broadcast green text.
+//= to broadcast green text.
//= 2.2b A small fix to the shout quest npc in louyang field not warping you
-//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
+//= back up to the tower if you died or teleported out of there. [MasterOfMuppets]
//= 2.3 A small fix, the code is so messy I can't believe I scripted it >.< [MasterOfMuppets]
//= 2.4 Implemented a few more npcs, thanks to Prometheus for them. [MasterOfMuppets]
//= 2.5 Implemented the Poison King quest, beware of potential bugs. [MasterOfMuppets]
diff --git a/npc/cities/lutie.txt b/npc/cities/lutie.txt
index 95fce1beb..df9e0960d 100644
--- a/npc/cities/lutie.txt
+++ b/npc/cities/lutie.txt
@@ -1,14 +1,14 @@
//===== Hercules Script ======================================
//= Lutie Town
-//===== By: ==================================================
+//===== By: ==================================================
//= rAthena Dev Team
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.7
-//===== Description: =========================================
+//===== Description: =========================================
//= Lutie - City NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.1 Edited some text and updated/enabled some triggers
-//= for the quest.[kobra_k88]
+//= for the quest.[kobra_k88]
//= 1.2 Fixed exploit. Checked for Bard Job Quest compatibility [Lupus]
//= 1.3 Fixed typos [Nexon]
//= 1.4 Fixed exploit [Lupus]
@@ -27,42 +27,42 @@ aldebaran,223,222,4 script Mr. Claus 718,{
mes "and Christmas cheer!";
next;
switch(select("Info about Lutie:Move to 'Lutie':Cancel")) {
- case 1:
- mes "[Mr. Claus]";
- mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
- next;
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
- next;
- mes "[Mr. Claus]";
- mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
- close;
- case 2:
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "The only way to get to Lutie is here in Al de Baran!";
- next;
- mes "[Mr. Claus]";
- mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
- next;
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Well, are you ready?";
- mes "Have a nice trip!";
- mes "Meeeeerry Christmas!";
- close2;
- warp "xmas_fild01",78,68;
- end;
- case 3:
- mes "[Mr. Claus]";
- mes "Ho Ho Ho~";
- mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
- next;
- mes "[Mr. Claus]";
- mes "Ho ho hooooo!!";
- mes "Haaaaappy Holidays!";
- close;
+ case 1:
+ mes "[Mr. Claus]";
+ mes "^3355FFLutie^000000, the fantastic Christmas Town! Always filled with the spirit of giving, Lutie is filled with appetizing cakes, tiny toy soldiers, and all sorts of wonderful things~!";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "It's an amazing land blessed with the beauty of winter, and a year round atmosphere of festivity!";
+ next;
+ mes "[Mr. Claus]";
+ mes "I'm a Santa that will guide people to Lutie, the Christmas Town. Ask me at any time, and I'll magically send you there~";
+ close;
+ case 2:
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "The only way to get to Lutie is here in Al de Baran!";
+ next;
+ mes "[Mr. Claus]";
+ mes "I keep this place and personally transport people who want to visit Lutie. Please ask Santa Claus over there if you want to leave town. He will let you know the way out of Lutie.";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Well, are you ready?";
+ mes "Have a nice trip!";
+ mes "Meeeeerry Christmas!";
+ close2;
+ warp "xmas_fild01",78,68;
+ end;
+ case 3:
+ mes "[Mr. Claus]";
+ mes "Ho Ho Ho~";
+ mes "Whenever you want to visit Lutie, be my guest. Just let me know when you want to leave.";
+ next;
+ mes "[Mr. Claus]";
+ mes "Ho ho hooooo!!";
+ mes "Haaaaappy Holidays!";
+ close;
}
}
@@ -90,7 +90,7 @@ xmas_in,100,96,4 script Santa Claus 718,{
}
xmas_in,167,173,4 script Duffle 711,{
- if(xmas_npc == 1) {
+ if (xmas_npc == 1) {
mes "[Duffle]";
mes "Merry Christmas!";
mes "Welcome to Lutie!";
@@ -150,7 +150,7 @@ xmas_in,167,173,4 script Duffle 711,{
}
xmas_in,27,103,4 script Lenient Aunt 701,{
-switch (xmas_npc) {
+ switch (xmas_npc) {
case 5:
mes "[Thachentze]";
mes "Hmm? The Hairy guy";
@@ -275,7 +275,7 @@ switch (xmas_npc) {
// Lutie
//============================================================
xmas,117,304,4 script Poze 713,{
- if(xmas_npc == 3 || xmas_npc == 4) {
+ if (xmas_npc == 3 || xmas_npc == 4) {
mes "[Poze]";
mes "You've gone to";
mes "^3355FFSnowysnow^000000 and he";
@@ -298,7 +298,7 @@ xmas,117,304,4 script Poze 713,{
mes "But that's pretty much all I know. For the actual details, you should ask ^3355FFUncle Hairy Cantata^000000.";
set xmas_npc,4;
close;
- }else{
+ } else {
mes "[Poze]";
mes "Welcome to Lutie,";
mes "the town which blesses";
@@ -319,13 +319,13 @@ xmas,117,304,4 script Poze 713,{
}
xmas,176,236,4 script Uncle Hairy 712,{
- if(xmas_npc == 4) {
- if(countitem(1024) > 0 && countitem(938) > 0) {
+ if (xmas_npc == 4) {
+ if (countitem(1024) > 0 && countitem(938) > 0) {
mes "[Cantata]";
mes "Oh? Y-y-you've got the stuff? Goooooooood. It's been so long since I've been able to have some of this... G-give it to me!";
next;
- delitem 1024,1; // Chinese_Ink
- delitem 938,1; // Sticky_Mucus
+ delitem 1024,1; // Chinese_Ink
+ delitem 938,1; // Sticky_Mucus
mes "^3355FFYou quickly handed him the Squid Ink and Sticky Mucus and watched with a little disgust as he relished the flavor.^000000";
next;
mes "[Cantata]";
@@ -383,7 +383,7 @@ xmas,176,236,4 script Uncle Hairy 712,{
mes "^3355FFThachentze^000000, that lovely pickle maker, knows more about it. So if you're curious, you should go talk to her. Alrighty then, Merry Christmas!";
set xmas_npc,5;
close;
- }else{
+ } else {
mes "[Cantata]";
mes "Oh yeah? Heard about me from Poze, did you? Haw haw haw! Yeah, I know a little bit about Snowysnow. In fact, I may even be his weak point, since...";
next;
@@ -459,7 +459,9 @@ xmas,134,112,4 script Snowman 710,{
mes "- too many items with you. -";
mes "- Please try again -";
mes "- after you loose some weight. -";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
}
cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]";
@@ -505,8 +507,10 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "So will you be my friend? If you do, I'll be your friend too~";
- close2; cutin "",255; end;
- }else{
+ close2;
+ cutin "",255;
+ end;
+ } else {
switch(xmas_npc) {
case 2:
cutin "rutie_snownow01.bmp",2;
@@ -535,7 +539,9 @@ xmas,134,112,4 script Snowman 710,{
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000";
set xmas_npc,3;
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 3:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -543,7 +549,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "^3355FFSnowysnow is immersed in his deep thoughts, and seems^000000";
mes "^3355FFfixated on Poze's memento.^000000";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 4:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -563,7 +571,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "But I know that's because she likes him a whole whole lot! Hee hee hee!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 5:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -577,7 +587,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "Of course, he still enjoys drinking strange things. They say it's a miracle that he doesn't have a tummyache. Hee hee~! Oh, I love that guy!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 6:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -593,14 +605,18 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "I like her cooking because it's soooo delicious! Sometimes, she gives me grape syrup on snow flakes. Anyway, please deliver that salt for me, buddy~!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 7:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
mes "'^3355FFThe roughest";
mes "salt in the world^000000...'";
mes "Wow. Now, that's rough! Aunt Tachentze is always making pickles, so she sure could use it soon!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 8:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -608,7 +624,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "He's always trying his best to make those two orphans laugh and forget their troubles...";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 9:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -618,7 +636,9 @@ xmas,134,112,4 script Snowman 710,{
mes "[Snowysnow]";
mes "I'm sure of it!";
mes "Hee hee hee~!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 10:
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
@@ -640,7 +660,7 @@ xmas,134,112,4 script Snowman 710,{
switch(.@snownow) {
case 1:
set xmas_npc,11;
- getitem 529,5; // Candy
+ getitem 529,5; // Candy
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Wow~!";
@@ -649,7 +669,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 2:
set xmas_npc,11;
- getitem 529,10; // Candy
+ getitem 529,10; // Candy
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Ooh~!";
@@ -657,7 +677,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 3:
set xmas_npc,11;
- getitem 530,5; // Candy_Striper
+ getitem 530,5; // Candy_Striper
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Hoooraaaay~!";
@@ -665,7 +685,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 4:
set xmas_npc,11;
- getitem 530,10; // Candy_Striper
+ getitem 530,10; // Candy_Striper
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Wow, that's so great!";
@@ -673,7 +693,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 5:
set xmas_npc,11;
- getitem 539,1; // Piece_Of_Cake
+ getitem 539,1; // Piece_Of_Cake
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Aren't you lucky!";
@@ -681,7 +701,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 6:
set xmas_npc,11;
- getitem 539,2; // Piece_Of_Cake
+ getitem 539,2; // Piece_Of_Cake
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Now, isn't that nice?";
@@ -689,7 +709,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 7:
set xmas_npc,11;
- getitem 538,5; // Well_Baked_Cookie
+ getitem 538,5; // Well_Baked_Cookie
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "Oh woooooow~!";
@@ -697,7 +717,7 @@ xmas,134,112,4 script Snowman 710,{
break;
case 8:
set xmas_npc,11;
- getitem 538,10; // Well_Baked_Cookie
+ getitem 538,10; // Well_Baked_Cookie
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
mes "*Gasp!* Ooh~";
@@ -707,7 +727,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "My dear friend, please visit me from time to time, so that we can chitchat, okay? See you soon! And Merry Christmas!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 11:
cutin "rutie_snownow02.bmp",2;
mes "[Snowysnow]";
@@ -715,7 +737,9 @@ xmas,134,112,4 script Snowman 710,{
next;
mes "[Snowysnow]";
mes "You're always welcome in Lutie, especially by me, Snowysnow! Happy Kwanza, Happy Hannukah and Merry Christmas~!";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
}
}
case 2:
@@ -729,14 +753,18 @@ xmas,134,112,4 script Snowman 710,{
cutin "rutie_snownow01.bmp",2;
mes "[Snowysnow]";
mes "Isn't that soooo exciting?! *Sigh* Even if it is a dungeon, I would like to go inside just to look. If only I was a real boy, or even had legs...";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
case 3:
cutin "rutie_snownow03.bmp",2;
mes "[Snowysnow]";
mes "Bye bye, friend~!";
mes "Thank you for listening me~";
mes "I'll see you again, someday! You'll always be in my heart~";
- close2; cutin "",255; end;
+ close2;
+ cutin "",255;
+ end;
}
}
@@ -785,7 +813,7 @@ xmas,146,136,4 script Hashokii 715,{
mes "Why don't you go meet those 2 children? They might tell you the story we've never got the chance to hear. Okay then, good luck~! Bye bye!";
set xmas_npc,9;
close;
- }else{
+ } else {
mes "[Hashokii]";
mes "Ah... ^3355FFSnowysnow^000000?";
mes "Of course I know him! Anyone who doesn't know Snowysnow is a total stranger around here! Sometimes, he and I share a nice chat...";
@@ -825,7 +853,7 @@ xmas,206,168,4 script Little Boy 706,{
mes "He's a nice snowman!";
mes "You want to know more about Snowysnow? Ummm, I'm not that smart! Ask Marcell!";
close;
- }else{
+ } else {
mes "[Charu Charu]";
mes "Merry Merry Christmas!";
mes "Heheheheheh~!";
@@ -896,7 +924,7 @@ xmas,208,168,4 script Little Girl 703,{
mes "More than anybody else, you know the most about Snowysnow! Please talk to Mr.Snowysnow, he'll be happy to know you care about him. Merry Christmas!";
close;
}
- }else{
+ } else {
mes "[Marcell]";
mes "Merry Christmas~!";
next;
diff --git a/npc/cities/manuk.txt b/npc/cities/manuk.txt
index cd4181552..c51bfd22c 100644
--- a/npc/cities/manuk.txt
+++ b/npc/cities/manuk.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Manuk Town
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.3
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Town-specific NPCs for Manuk.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Added more town NPCs
//= 1.2 Added more town NPCs
@@ -441,19 +441,15 @@ manuk,103,311,3 script Manuk Piom#tre2 455,{
}
}
-/*
manuk,194,189,3 script Manuk Galtun#tre3 450,{
if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
mes "[Manuk Galtun]";
- mes "��?������U�?�";
- mes "��?��?��?���";
-
- }
- else {
- end;
+ mes "Welcome to Manuk.";
+ mes "How can I help you?";
+ close;
}
+ end;
}
-*/
manuk,293,203,3 script Manuk Piom#tre4 454,{
if ((isequipped(2782) == 1) && (ep13_2_rhea == 100)) {
diff --git a/npc/cities/morocc.txt b/npc/cities/morocc.txt
index 83065d2c6..6060a2555 100644
--- a/npc/cities/morocc.txt
+++ b/npc/cities/morocc.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Morroc Town
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88; L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.2
-//===== Description: =========================================
+//===== Description: =========================================
//= [Official Conversion]
//= Morroc Town NPCs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= Fixed Lapidary sprite, Implemented ANTHELL trigger
//= (in both NPC/Warps) [Lupus]. Removed it from NPC and put in Warp
@@ -721,8 +721,8 @@ morocc_in,166,76,3 script Bartender#02 46,{
next;
switch(select("Tropical Sograt:Vemillion the Beach:Nothing.")) {
case 1:
- if (zeny >= 1000 ) {
- set zeny,zeny-1000;
+ if (Zeny >= 1000 ) {
+ set Zeny, Zeny-1000;
getitem 12112,1;
mes "[Bartender]";
mes "Here you go.";
@@ -732,8 +732,8 @@ morocc_in,166,76,3 script Bartender#02 46,{
}
break;
case 2:
- if (zeny >= 1000 ) {
- set zeny,zeny-1000;
+ if (Zeny >= 1000 ) {
+ set Zeny, Zeny-1000;
getitem 12113,1;
mes "[Bartender]";
mes "Here you go.";
diff --git a/npc/cities/moscovia.txt b/npc/cities/moscovia.txt
index 50e5d0e69..f7c8d1e1a 100644
--- a/npc/cities/moscovia.txt
+++ b/npc/cities/moscovia.txt
@@ -1,19 +1,19 @@
//===== Hercules Script ======================================
//= Moscovia Town
-//===== By: ==================================================
+//===== By: ==================================================
//= Kisuka
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
+//===== Description: =========================================
//= Moscovia Town Script
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version. [Kisuka]
//= 1.1 Removed villagers (they are part of a quest). [Kisuka]
//= 1.2 Moved Alberta NPC to pre-re/re paths. [Euphy]
//============================================================
-// Moscovia Transportation
-//============================================================
+// Moscovia Transportation :: mosk_trans
+//============================================================
- script ::PR_Officer_moscovia -1,{
mes "[Moscovia P.R. Officer]";
mes "Moscovia! Do you know Moscovia?";
@@ -73,7 +73,7 @@
mes "to go to Moscovia";
mes "Thank you.";
close;
- }else{
+ } else {
mes "[Moscovia P.R. Officer]";
mes "Ok then, we're leaving now.";
close2;
@@ -114,8 +114,9 @@ moscovia,166,53,4 script Moscovia P.R. Officer#2 960,{
end;
}
-// Generic Moscovia NPCs
-//============================================================
+
+// Moscovia Palace :: mos_swan
+//============================================================
moscovia,253,166,4 script Soldier#mosk1 966,{
mes "[Soldier]";
mes "Our dear Csar Alexsay III is in the palace.";
@@ -124,14 +125,11 @@ moscovia,253,166,4 script Soldier#mosk1 966,{
close;
}
-// Moscovia Palace
-//============================================================
- script Soldier#mosk::MoscSoldier 966,{
mes "[Soldier]";
mes "Please be silent or the Csar will be angry.";
close;
}
-
mosk_in,118,66,5 duplicate(MoscSoldier) Soldier#mosk02 966
mosk_in,133,110,3 duplicate(MoscSoldier) Soldier#mosk03 966
mosk_in,133,73,3 duplicate(MoscSoldier) Soldier#mosk04 966
diff --git a/npc/cities/niflheim.txt b/npc/cities/niflheim.txt
index d9a6cb19a..776a62ab1 100644
--- a/npc/cities/niflheim.txt
+++ b/npc/cities/niflheim.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Niflheim Script
-//===== By: ==================================================
+//===== By: ==================================================
//= Fyrien, Dizzy, PKGINGO
//= Official NPCs translated and re-edited by Celest
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.5
-//===== Description: =========================================
+//===== Description: =========================================
//= Official NPC's for Niflheim
//= 1.01 Splitted file(guides, shops). Fixed rand() bugs,
-//= missing labels bugs, optimization [Lupus]
+//= missing labels bugs, optimization [Lupus]
//= 1.03 fixed end; -> close;
//= 1.04-1.05 fixed several bugs with missing CLOSE button, wrong var name
-//= in Piano Keys quest
+//= in Piano Keys quest
//= fixed zeny/item, exploit in Sairin, some optimizations [Lupus]
//= 1.06 some typos in some variables fixed (thx 2 Dr.Evil) [Lupus]
//= 1.07 Fixed typos [Nexon]
@@ -21,9 +21,9 @@
//= 1.2 Removed Duplicates [Silent]
//= 1.3 Moved Book of Devil and Piano quest to quests/quests_niflheim.txt [Evera]
//= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Removed Cursed Spirits as they were custom.
+//= Removed Cursed Spirits as they were custom.
//= 1.5 Added dummy "OnMyMobDead" event to Cursed Spirit. [L0ne_W0lf]
-//============================================================
+//============================================================
niflheim,52,147,3 script Keedz#nif 796,{
mes "[Keedz]";
diff --git a/npc/cities/payon.txt b/npc/cities/payon.txt
index feea5ed88..70f2d9f69 100644
--- a/npc/cities/payon.txt
+++ b/npc/cities/payon.txt
@@ -1,17 +1,17 @@
//===== Hercules Script ======================================
//= Payon City
-//===== By: ==================================================
+//===== By: ==================================================
//= Muad Dib (1.0) Darkchild (1.1) Muad Dib (1.2)
//= Darkchild (1.3) DracoRPG (1.5) L0ne_W0lf (2.1)
-//===== Current Version: =====================================
-//= 2.1b
-//===== Description: =========================================
+//===== Current Version: =====================================
+//= 2.1c
+//===== Description: =========================================
//= Payon City Npcs
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Most Credits To Muad Dib, Some Stuff By Me
-//= 1.4 - Corrected a few typos
-//= 1.5 - Rescripted old NPCs + scripted new ones (from iRO Sak) [DracoRPG]
-//= 1.5b - Used Dino9021's script for the Gemstone exchanger [DracoRPG]
+//= 1.4 Corrected a few typos
+//= 1.5 Rescripted old NPCs + scripted new ones (from iRO Sak) [DracoRPG]
+//= 1.5b Used Dino9021's script for the Gemstone exchanger [DracoRPG]
//= 1.5b1 fixed Gemstone Exchanger NPC [Lupus]
//= 1.5b2 added adv.classes/baby classes support [Lupus]
//= 1.6 Fixed typos [Nexon]
@@ -20,13 +20,14 @@
//= 1.9 Fixed missing next;'s [Evera]
//= 2.0 fixed some bugs, optimized script, added missing msg [Lupus]
//= 2.1 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
-//= Moved Gemstone Trader "Jade" to /merchants/gemstone.txt
-//= Moved Fortune Teller to /other/fortune.txt
+//= Moved Gemstone Trader "Jade" to /merchants/gemstone.txt
+//= Moved Fortune Teller to /other/fortune.txt
//= 2.1b Added a missing close in the Monster Scholar. [L0ne_W0lf]
-//============================================================
+//= 2.1c Minor bug fixes. [Euphy]
+//============================================================
// Payon
-//============================================================
+//============================================================
payon,246,154,0 script Lady#payon 90,{
mes "[Lady]";
mes "A long time ago,";
@@ -139,7 +140,7 @@ payon,249,156,1 script Woman#payon 66,{
mes " To be honest, things are getting tough because of all those monsters. ^666666*Sigh...*^000000";
next;
mes "[Woman]";
- if (sex == 1)
+ if (Sex == 1)
mes "Whoa~! I just noticed those arms of yours look pretty solid. You look pretty strong, guy. Just how many monsters have you killed?!";
else
mes "Oooh! I didn't notice before, but you look pretty strong beneath all of that feminine charm.";
@@ -188,7 +189,7 @@ payon,246,158,5 script Woman#2payon 66,0,0,{
mes "of the people living in Payon by her behavior. She's the only loudmouth. I guess she's just too excited about what the fortune teller told her.";
next;
mes "[Jim's Mother]";
- if (sex == 1) {
+ if (Sex == 1) {
mes "Ooh...!";
mes "You've got";
mes "such broad shoulders!";
@@ -250,9 +251,9 @@ payon,210,110,1 script Drunkard#payon 120,{
mes "Buy me a drink?!";
}
next;
- switch(select("Alright, but only one drink. :No thanks, pal.:Oh my God! Hell no! ")) {
+ switch(select("Alright, but only one drink.:No thanks, pal.:Oh my God! Hell no!")) {
case 1:
- set zeny,zeny-100;
+ set Zeny, (Zeny < 100)?0:(Zeny - 100);
mes "[Drunkard]";
mes "Thanks...!";
mes "..Brother!";
@@ -369,7 +370,7 @@ payon,132,235,3 script Monster Scholar#02 98,{
}
// Inside Payon
-//============================================================
+//============================================================
payon_in01,180,7,2 script Waitress#payon 90,{
mes "[Pub Lady]";
mes "This place is always bustling with busy people. Little Novices come and go to become Archers, and everyone else is buying arrows while I have to stay here in this small shop.";
@@ -384,8 +385,8 @@ payon_in01,180,7,2 script Waitress#payon 90,{
mes "And lonely...";
next;
mes "[Pub Lady]";
- if (sex == 1)
- mes "Where I can find the right person, a hot and sexy hunk who can take me away from here? Um, hey mister, are you listening?";
+ if (Sex == 1)
+ mes "Where I can find the right person, a hot and Sexy hunk who can take me away from here? Um, hey mister, are you listening?";
else {
mes "Where I can find the right person, a cute, yet hard-bodied hunk who can take me away from here?";
mes "Um, hey lady, are";
@@ -953,6 +954,7 @@ OnTouch:
mes "I'd better rest.";
mes "Please, take care";
mes "of yourself.";
+ close;
//This actually never happens on iRO
//if (.@oldman_random == 2) {
@@ -963,7 +965,7 @@ OnTouch:
// mes "coming back later?";
//}
}
- close;
+ end;
}
payon_in03,102,185,5 script Guard#payon 708,{
@@ -973,19 +975,21 @@ payon_in03,102,185,5 script Guard#payon 708,{
mes "You're not";
mes "allowed here!";
mes "Go back outside!";
+ close;
}
- if (Baselevel > 30) {
+ if (BaseLevel > 30) {
mes "[Guard]";
mes "I'm sorry,";
mes "but you're";
mes "not allowed here.";
mes "Please leave.";
+ close;
}
- close;
+ end;
}
// Payon Archer Village
-//============================================================
+//============================================================
pay_arche,77,131,2 script Archer Joe#payon 88,{
mes "[Archer Joe]";
mes "Payon!";
@@ -1070,4 +1074,3 @@ pay_arche,77,131,2 script Archer Joe#payon 88,{
}
close;
}
-
diff --git a/npc/cities/prontera.txt b/npc/cities/prontera.txt
index 5c81cadce..a7d4b4ba7 100644
--- a/npc/cities/prontera.txt
+++ b/npc/cities/prontera.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Prontera Town
-//===== By: ==================================================
+//===== By: ==================================================
//= kobra_k88
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 2.1
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= NPCs in Prontera
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Fully working
//= +AntiNovice exploit fix [Lupus] 1.2 added baby novice check
//= Spellchecked [massdriller]
@@ -234,7 +234,7 @@ prontera,78,150,3 script Dairenne#pront 90,{
// inside Prontera
//============================================================
/*
-//This NPC has been disabled officiall.
+//This NPC has been disabled officially.
prt_in,178,92,0 script Curator of Library#pront 57,{
mes "[Curator Guiss]";
mes "Here, in the Western branch of the Prontera Library, ";
@@ -473,7 +473,7 @@ prt_in,177,18,2 script Marvin#pront 80,{
mes "Whether it's schmoozing with a member of the opposite sex, or battling monsters, I gotta say, it's all about ^333399skills^000000.";
next;
mes "[Marvin]";
- if (sex)
+ if (Sex)
mes "I can't help you much when it comes to the subject of talking to attractive women such as myself, but I can tell you a little more about skills that help in battle.";
else
mes "I don't really have any advice for skills when it comes to talking to a cute guy, but I can let you in on what I know about skills that help in battle.";
diff --git a/npc/cities/rachel.txt b/npc/cities/rachel.txt
index 88eb359f1..455db505e 100644
--- a/npc/cities/rachel.txt
+++ b/npc/cities/rachel.txt
@@ -4,9 +4,9 @@
//= First Version: Tsuyuki and Harp
//= iRO Version: L0ne_W0lf
//===== Current Version: =====================================
-//= 0.9
+//= 0.9a
//===== Description: =========================================
-//= [Partial Aegis Conversion]
+//= [Partial Official Conversion]
//= Arunafeltz NPCs
//===== Additional Comments: =================================
//= 0.5 Text translated from Korean > English, incomplete,
@@ -15,6 +15,7 @@
//= 0.7 Total update of most if not all NPCs. [L0ne_W0lf]
//= 0.8 Updated "Frozen Boy" dialog. (euRO) [L0ne_W0lf]
//= 0.9 Replaced effect numerics with constants. [L0ne_W0lf]
+//= 0.9a Added 'consumeitem' command. [Euphy]
//============================================================
//===== Set 1 ================================================
@@ -273,7 +274,7 @@ rachel,206,30,3 script Freya's Priest#play 920,{
mes "[Freya's Priest]";
mes "You!";
mes "Entertain me!";
- Emotion e_ag;
+ emotion e_ag;
next;
if (select("What? You can't tell me what to do!:You got it.") == 1) {
mes "[Freya's Priest]";
@@ -306,11 +307,12 @@ rachel,206,30,3 script Freya's Priest#play 920,{
mes "Oh? Oh! That's wonderful!";
close2;
set .@play,rand(1,10);
- if (.@play == 1) warp "Random",0,0;
- else if (.@play == 2) warp "Random",0,0;
- else if (.@play == 3) sc_start SC_MOVHASTE_INFINITY,5000,0;
- else if (.@play == 4) sc_start SC_MOVHASTE_INFINITY,5000,0;
- else sc_start SC_SlowDown,5000,0;
+ if (.@play < 3)
+ consumeitem 601; //Wing_Of_Fly
+ else if (.@play < 5)
+ consumeitem 12016; //Speed_Up_Potion
+ else
+ consumeitem 12017; //Slow_Down_Potion
end;
}
@@ -338,7 +340,7 @@ rachel,197,137,3 script Bard#aru 51,{
mes ".........";
mes ".........";
mes ".........";
- Emotion e_sob;
+ emotion e_sob;
close;
}
diff --git a/npc/cities/splendide.txt b/npc/cities/splendide.txt
index 2a961040d..948d1c911 100644
--- a/npc/cities/splendide.txt
+++ b/npc/cities/splendide.txt
@@ -1,13 +1,13 @@
//===== Hercules Script ======================================
//= Splendide Town
-//===== By: ==================================================
+//===== By: ==================================================
//= L0ne_W0lf
-//===== Current Version: =====================================
+//===== Current Version: =====================================
//= 1.2
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Description: =========================================
+//= [Official Conversion]
//= Town-specific NPCs for Splendide.
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= 1.0 First Version.
//= 1.1 Added more town NPCs
//= 1.2 Added more town NPCs
@@ -458,7 +458,7 @@ OnTouch:
// ep13_spl_extra
spl_in01,172,225,3 script Wandering Poet#ep13 51,{
cutin "god_nelluad02",2;
- mes "[Poet Nell]" ;
+ mes "[Poet Nell]";
mes "Hi~~ do you hear the beautiful music comeing from afar~?";
next;
select("Who are you?");
@@ -538,7 +538,7 @@ spl_in01,172,225,3 script Wandering Poet#ep13 51,{
next;
mes "^4d4dff Alberich swears with the last of his breath, that his treasured ring will curse it's wearer till death.";
next;
- mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy." ;
+ mes "^4d4dff Forever will the bearer be, cursed with Rocky's jealousy.";
break;
}
break;
@@ -557,7 +557,7 @@ spl_in01,172,225,3 script Wandering Poet#ep13 51,{
next;
mes "[Poet Nell]";
mes "Yes, I look quite common...";
- mes "But I doubt we've ever met before." ;
+ mes "But I doubt we've ever met before.";
next;
cutin "god_nelluad01",255;
mes "- Nell seems embarrassed, then starts playing very complicated music -";
diff --git a/npc/cities/umbala.txt b/npc/cities/umbala.txt
index cb8a1e0c0..961fea7fb 100644
--- a/npc/cities/umbala.txt
+++ b/npc/cities/umbala.txt
@@ -5,21 +5,21 @@
//===== Current Version: =====================================
//= 2.1
//===== Description: =========================================
-//- [Aegis Conversion]
+//- [Official Conversion]
//= Umbala Town Npcs
//===== Additional Comments: =================================
-//= 1.0 - Done By jAthena (dunno Who)
-//= 1.1 - Translated by Fusion Dev Team
-//= 1.2 - Fixed Something by Muad Dib
-//= 1.3 - Fixed up For eA by Darkchild
-//= 1.4 - Fixed some wrong item names [Lupus]
-//= 1.5 - Spell Checked [massdriller]
-//= 1.6 - Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
-//= 1.7 - Fixed bugs and exploits [Lupus]
-//= 1.8 - Warps you to Niff with 1HP [Lance]
-//= 1.9 - Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
-//= 2.0 - Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
-//= 2.1 - Updated to Aegis 10.3 standards. [L0ne_W0lf]
+//= 1.0 Done By jAthena (dunno Who)
+//= 1.1 Translated by Fusion Dev Team
+//= 1.2 Fixed Something by Muad Dib
+//= 1.3 Fixed up For eA by Darkchild
+//= 1.4 Fixed some wrong item names [Lupus]
+//= 1.5 Spell Checked [massdriller]
+//= 1.6 Fixed item names, added a chance to get to Niflheim via Jumping Bungy Area [Lupus]
+//= 1.7 Fixed bugs and exploits [Lupus]
+//= 1.8 Warps you to Niff with 1HP [Lance]
+//= 1.9 Moved Umbala Event, Create Essence/Dismantle Stone, and Skeletal Gate to npc/quests/quests_umbala.txt [Evera]
+//= 2.0 Removed duplicates, max NPC name length is 23, so Utan Tribe Young Adult#1, the 1 is skipped [Toms]
+//= 2.1 Updated to Aegis 10.3 standards. [L0ne_W0lf]
//============================================================
comodo,170,137,7 script La Ed#um 84,{
@@ -76,7 +76,7 @@ comodo,171,137,1 script Haith#um 92,{
next;
if (select("Pay 1,000 zeny:Refuse to pay") == 1) {
if (Zeny > 999) {
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
mes "[Haith]";
mes "Hahahaha! You the man!";
next;
@@ -272,8 +272,8 @@ umbala,70,106,3 script Utan Kid#um 781,{
mes "Whoaaaa!!";
mes "You the man~!";
mes "Thank you so much, yay~!";
- if (zeny > 1000) {
- set zeny,zeny-1000;
+ if (Zeny > 1000) {
+ set Zeny, Zeny-1000;
if (checkweight(517,1)) {
getitem 517,1; //Meat
}
@@ -333,8 +333,8 @@ umbala,70,106,3 script Utan Kid#um 781,{
mes "Umbaumbah!!";
mes "Um~bahumbah~ Um~baumbah~";
mes "Um~baumbah~ um~baumbah~";
- if (zeny > 1000) {
- set zeny,zeny-1000;
+ if (Zeny > 1000) {
+ set Zeny, Zeny-1000;
if (checkweight(517,1)) {
getitem 517,1; //Meat
}
diff --git a/npc/cities/veins.txt b/npc/cities/veins.txt
index f07955587..e0b03573f 100644
--- a/npc/cities/veins.txt
+++ b/npc/cities/veins.txt
@@ -5,7 +5,7 @@
//===== Current Version: =====================================
//= 1.1
//===== Description: =========================================
-//= [Aegis Conversion]
+//= [Official Conversion]
//= Veins Town Npcs
//===== Additional Comments: =================================
//= 1.0 First version [L0ne_W0lf]
@@ -13,7 +13,7 @@
//============================================================
// Veins
-//============================================================
+//============================================================
veins,162,34,5 script Towner#ve1 943,{
mes "[Towner]";
mes "I love cacti. They're";
@@ -533,7 +533,7 @@ veins,157,123,3 script Towner#ve15 946,{
}
// Inside Veins
-//============================================================
+//============================================================
ve_in,119,386,3 script Prisoner#ve1 946,{
mes "[Prisoner]";
mes "Unbelievable!";
diff --git a/npc/cities/yuno.txt b/npc/cities/yuno.txt
index f681aa4e4..e3085c6b3 100644
--- a/npc/cities/yuno.txt
+++ b/npc/cities/yuno.txt
@@ -1,27 +1,29 @@
//===== Hercules Script ======================================
//= Juno City
-//===== By: ==================================================
+//===== By: ==================================================
//= KitsuneStarwind, kobra_k88, L0ne_W0lf
-//===== Current Version: =====================================
-//= 1.4a
-//===== Description: =========================================
-//= [Aegis Conversion]
+//===== Current Version: =====================================
+//= 1.5
+//===== Description: =========================================
+//= [Official Conversion]
//= NPCs for the City of Juno
-//===== Additional Comments: =================================
+//===== Additional Comments: =================================
//= Added additional npcs. Added Metto quest. [kobra_k88]
//= Moved item quest to quest folder. Re-edited a majority of the npcs. [kobra_k88]
//=a Removed duplicate npcs already found in the sage quest.
//= Fixed & Spellchecked [massdriller]
//= 1.3 Started updating Juno NPCs based on iRO. 10% complete.
//= 1.3.2 Started updating Juno NPCs based on iRO. 30% complete.
-//= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
+//= 1.3.3 Removed Noyee NPC (it's implemented in sleipnir_seal.txt)
//= 1.4 Updated to Aegis 10.3 standards. [L0ne_W0lf]
-//= Added Juno Airship Representative.
+//= Added Juno Airship Representative.
//= 1.4a Corrected a Typo error (bugreport:716) [Samuray22]
-//============================================================
+//= 1.5 Added Renewal coordinates for Payon and Izlude. [Euphy]
+//= Split Soldier NPCs into Pre-RE/RE (sprite change).
+//============================================================
// Juno
-//============================================================
+//============================================================
yuno,184,173,4 script Freidrich#juno 729,{
if (rand(1,5) == 1) {
mes "[Freidrich]";
@@ -74,7 +76,7 @@ yuno,337,227,4 script Juno Granny#juno 103,{
mes "[Granny]";
mes "*Giggle*";
mes "There you go~";
- set zeny,zeny-1000;
+ set Zeny, Zeny-1000;
getitem 529,1; //Candy
next;
mes "[Granny]";
@@ -165,7 +167,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
if (select("Choose ^FF3355Red Herb^000000:Choose ^3355FFBlue Herb^000000.") == 1) {
mes "[Le Morpheus]";
mes "As you have chosen, you will forget everything, and remain in this virtual reality.";
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
getitem 507,1; //Red_Herb
close2;
warp "prontera",182,206;
@@ -173,7 +175,7 @@ yuno,165,111,4 script Juno Sage#juno 123,,{
}
mes "[Le Morpheus]";
mes "You will see the truth.";
- set zeny,zeny-5000;
+ set Zeny, Zeny-5000;
getitem 510,1; //Blue_Herb
close2;
warp "pay_dun03",200,222;
@@ -237,7 +239,7 @@ yuno,157,205,4 script Juno Artisan#juno 54,{
}
}
-yuno,150,283,4 script Juno Soldier#juno 105,{
+- script ::JunoSoldier1 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -251,8 +253,8 @@ yuno,150,283,4 script Juno Soldier#juno 105,{
mes "You'd better be careful when you encounter this monster. It will damage armor and weapons in the twinkling of an eye.";
close;
}
-
-yuno,165,283,4 script Juno Soldier#2juno 105,{
+
+- script ::JunoSoldier2 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -267,8 +269,8 @@ yuno,165,283,4 script Juno Soldier#2juno 105,{
mes "The name of this monster originated from a story about a poor geographer who, unfortunately, was eaten by this monster while he was immersed in his studies.";
close;
}
-
-yuno,227,292,4 script Juno Soldier#3juno 105,{
+
+- script ::JunoSoldier3 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -279,8 +281,8 @@ yuno,227,292,4 script Juno Soldier#3juno 105,{
mes "Don't be fooled by its appearance, or you'll find yourself in trouble.";
close;
}
-
-yuno,165,228,4 script Juno Soldier#4juno 105,{
+
+- script ::JunoSoldier4 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -294,8 +296,8 @@ yuno,165,228,4 script Juno Soldier#4juno 105,{
mes "Goat's legs are so strong because it's always climbing cliffs when it's not busy slaughtering the innocent.";
close;
}
-
-yuno,150,228,4 script Juno Soldier#5juno 105,{
+
+- script ::JunoSoldier5 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -310,8 +312,8 @@ yuno,150,228,4 script Juno Soldier#5juno 105,{
mes "shining jellopy even exists!";
close;
}
-
-yuno,334,182,4 script Juno Soldier#6juno 105,{
+
+- script ::JunoSoldier6 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -322,8 +324,8 @@ yuno,334,182,4 script Juno Soldier#6juno 105,{
mes "Its use is limited to the Sage class, and it increases the chance of inflicting critical attacks. So, for Sages, that dagger can be very useful, as well as make them look stylish in battle.";
close;
}
-
-yuno,263,320,4 script Juno Soldier#7juno 105,{
+
+- script ::JunoSoldier7 -1,{
mes "[Juno Soldier]";
mes "Welcome to Juno, the city of noble-mindedness.";
next;
@@ -364,19 +366,19 @@ yuno,142,183,5 script Airship Representative 100,{
mes "The teleport fee is 1,800 zeny, regardless of where you want to go. Please let me know your desired destination.";
next;
switch(select("Prontera:Izlude:Geffen:Morroc:Payon:Alberta:Comodo:Cancel")) {
- case 1: callsub S_Warp,"prontera",116,72;
- case 2: callsub S_Warp,"izlude",94,103;
- case 3: callsub S_Warp,"geffen",120,39;
- case 4: callsub S_Warp,"morocc",156,46;
- case 5: callsub S_Warp,"payon",69,100;
- case 6: callsub S_Warp,"alberta",117,56;
- case 7: callsub S_Warp,"comodo",209,143;
- case 8: close;
+ case 1: callsub S_Warp,"prontera",116,72;
+ case 2: if (checkre(0)) callsub S_Warp,"izlude",128,98; else callsub S_Warp,"izlude",94,103;
+ case 3: callsub S_Warp,"geffen",120,39;
+ case 4: callsub S_Warp,"morocc",156,46;
+ case 5: if (checkre(0)) callsub S_Warp,"payon",162,59; else callsub S_Warp,"payon",69,100;
+ case 6: callsub S_Warp,"alberta",117,56;
+ case 7: callsub S_Warp,"comodo",209,143;
+ case 8: close;
}
S_Warp:
if (Zeny >= 1800) {
- set zeny,zeny-1800;
+ set Zeny, Zeny-1800;
warp getarg(0),getarg(1),getarg(2);
end;
}