diff options
Diffstat (limited to 'npc/re')
42 files changed, 1177 insertions, 1074 deletions
diff --git a/npc/re/cities/brasilis.txt b/npc/re/cities/brasilis.txt index eb30a3225..224918a15 100644 --- a/npc/re/cities/brasilis.txt +++ b/npc/re/cities/brasilis.txt @@ -94,7 +94,7 @@ brasilis,155,165,3 script Signpost#bra1 4_BULLETIN_BOARD2,{ close; } -brasilis,195,231,3 script Signpost#bra2 4_BULLETIN_BOARD2,{ +brasilis,191,239,3 script Signpost#bra2 4_BULLETIN_BOARD2,{ mes ":: Verass Monument ::"; close; } @@ -133,22 +133,22 @@ brasilis,137,77,5 script Ice-Cream Maker 4_M_03,{ mes "So how many d'ya want?"; next; while(1) { - input .@input; //,1,5; - if (.@input == 0) { + input(.@input); + if (.@input <= 0) { mes "[Ice Cream Maker]"; mes "None?"; mes "Fine get outta the way, I have customers to serve."; close; } - else if ((.@input < 0) || (.@input > 5)) { + if (.@input > 5) { mes "[Ice Cream Maker]"; mes "Wow."; mes "You ordered too much."; mes "If you eat over 5 you might need to fight with a monster in your stomach. Calm down buddy."; next; + continue; } - else - break; + break; } .@icecream_hap = .@input*100; if (Zeny < .@icecream_hap) { diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index 064cdc461..70e60a274 100644 --- a/npc/re/cities/dewata.txt +++ b/npc/re/cities/dewata.txt @@ -489,11 +489,12 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ mes "^FF00001,000 ~ 100,000 Zeny^000000"; mes "How much do you want to donate?"; next; - input .@input,0,100000; + input(.@input, 0, 100000); if (.@input < 1000) { mes "- Cancelled. -"; close; - } else if (.@input <= 50000) + } + if (.@input <= 50000) .@good_luck = rand(1,10000); else .@good_luck = rand(1,5000); @@ -557,7 +558,7 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ case 2: mes "What is your wish?"; next; - input .@wish$; + input(.@wish$); mes "You have made your wish for ^0000FF" + .@wish$ + "^000000 to the small shrine."; next; callsub L_Wish; @@ -569,10 +570,10 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ L_Wish: mes "Mysterious energy comes out from the shrine."; - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew1")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew2")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew3")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew4")); + specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew1")); + specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew2")); + specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew3")); + specialeffect(EF_FLASHER, AREA, getnpcid("Small Shrine#dew4")); next; mes "You have received the shrine's blessing."; specialeffect(EF_BLESSING, AREA, playerattached()); diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt index a58ee4463..d3f5b6ed3 100644 --- a/npc/re/cities/mora.txt +++ b/npc/re/cities/mora.txt @@ -452,16 +452,18 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "You can pay me in the currencies listed below."; mes "Enter the sum you're willing to pay. Enter 0 if you don't want to pay anything."; next; - input .@input; + input(.@input); if (.@input == 0) { mes "[Raffle Philosopher]"; mes "So you don't want to hear a quote, eh?"; close; - } else if (.@input < 100 || .@input > 1000000) { + } + if (.@input < 100 || .@input > 1000000) { mes "[Raffle Philosopher]"; mes "You can pay between ^FF0000100 and 1000000^000000."; close; - } else if (Zeny < .@input) { + } + if (Zeny < .@input) { mes "[Raffle Philosopher]"; mes "So you think this is what my time is worth?"; close; @@ -908,7 +910,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "I wonder what you think"; mes "about what I've told you."; next; - input .@inputstr$; + input(.@inputstr$); mes "[Raffle Philosopher]"; mes "So you think that "+.@inputstr$+"."; next; @@ -1146,7 +1148,7 @@ mora,43,127,3 script Innkeeper#mora_inn 4_M_RAFLE_OR,{ close; } case 3: - input .@inputstr$; + input(.@inputstr$); mes "["+strcharinfo(PC_NAME)+"]"; mes "I come from a place called "+.@inputstr$+"."; next; diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt index 50786f2e9..fbfb417bb 100644 --- a/npc/re/events/halloween_2014.txt +++ b/npc/re/events/halloween_2014.txt @@ -170,7 +170,7 @@ mes "[Mighty Priest]"; mes "Dear Odin, show me your love!"; mes "Heal me with your love! Great!! Bam!!!!!"; - specialeffect(EF_HEAL2, AREA, getnpcid(0, "Exhausted Priest#pron14hal")); + specialeffect(EF_HEAL2, AREA, getnpcid("Exhausted Priest#pron14hal")); emotion e_swt, 1; next; mes "[Mighty Priest]"; @@ -1373,8 +1373,8 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer21000: OnTimer23000: OnTimer25000: - specialeffect(EF_TORCH, AREA, getnpcid(0, "Bonfire Spirit#14hal")); - specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect(EF_TORCH, AREA, getnpcid("Bonfire Spirit#14hal")); + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid("Bonfire Spirit#14hal")); end; OnTimer5000: @@ -1383,16 +1383,16 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer13000: OnTimer14000: OnTimer16000: - specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid("Bonfire Spirit#14hal")); end; OnTimer19000: npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!"; - specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect(EF_DRAGONSMOKE, AREA, getnpcid("Bonfire Spirit#14hal")); end; OnTimer20000: - specialeffect(EF_SIGHTRASHER, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect(EF_SIGHTRASHER, AREA, getnpcid("Bonfire Spirit#14hal")); end; OnTimer27000: @@ -1543,7 +1543,7 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "This is enough. I can make it soon."; mes "Odin Crystal power! with Holy light!!!!"; next; - specialeffect(EF_HOLYHIT, AREA, getnpcid(0, "Spiritual Sister#14hal")); + specialeffect(EF_HOLYHIT, AREA, getnpcid("Spiritual Sister#14hal")); mes "[Sister Haley]"; mes "Whoa~ It's done."; mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live."; @@ -1691,7 +1691,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ mes "["+strcharinfo(PC_NAME)+"]"; mes "It's almost ran out.. Why not he wakes up.."; mes "Oh!!"; - specialeffect(EF_RESURRECTION, AREA, getnpcid(0, "Richard#14hal02")); + specialeffect(EF_RESURRECTION, AREA, getnpcid("Richard#14hal02")); next; mes "[Richard]"; mes "Uhh.. Umm.."; @@ -1726,7 +1726,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ next; mes "[Richard's Daughter]"; mes "Dad!!!"; - specialeffect(EF_SONICBLOWHIT, AREA, getnpcid(0, "Richard#14hal02")); + specialeffect(EF_SONICBLOWHIT, AREA, getnpcid("Richard#14hal02")); next; mes "[Richard]"; mes "O, Ouch!!!"; diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt index 6972322e1..4af583879 100644 --- a/npc/re/instances/BangungotHospital.txt +++ b/npc/re/instances/BangungotHospital.txt @@ -404,7 +404,7 @@ OnInstanceInit: disablenpc instance_npcname("#Memorial Start_time"); end; OnEnable: - specialeffect(EF_BAT2, AREA, getnpcid(0, instance_npcname("#Memorial Start"))); + specialeffect(EF_BAT2, AREA, getnpcid(instance_npcname("#Memorial Start"))); initnpctimer; end; OnDisable: @@ -890,19 +890,19 @@ OnStopTimer: end; OnTimer1000: mapannounce instance_mapname("1@ma_h"),"- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45"))); end; OnTimer7000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I never die!!!!",bc_map,"0xFF82FF"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45"))); end; OnTimer14000: mapannounce instance_mapname("1@ma_h"),"Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45"))); end; OnTimer21000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect(EF_MAPPILLAR2, AREA, getnpcid(instance_npcname("#Patternwarp45"))); end; OnTimer30000: donpcevent instance_npcname("#Summon Pillar")+"::OnReset"; diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index 44b5f1e61..ec0efeb53 100644 --- a/npc/re/instances/OldGlastHeim.txt +++ b/npc/re/instances/OldGlastHeim.txt @@ -2744,7 +2744,7 @@ glast_01,188,273,5 script White Knight#1a 4_WHITEKNIGHT,{ close(); } mes("I exchange you a White Knight Card for ^0000FF3000 Coagulated Spell^000000 or ^FF000070 Contaminated Magic^000000."); - mes("<ITEMLINK>White Knight Card<INFO>4608</INFO></ITEMLINK>"); + mes(F_MesItemInfo(White_Knightage_Card)); next(); setarray(.@item[0], Coagulated_Spell, Corrupted_Charm); setarray(.@cost[0], 3000, 70); @@ -2777,7 +2777,7 @@ glast_01,192,273,3 script Khalitzburg Knight#1a 4_F_KHALITZBURG,{ close(); } mes("I exchange you a Khalitzburg Knight Card for ^0000FF5000 Coagulated Spell^000000 or ^FF0000100 Contaminated Magic^000000."); - mes("<ITEMLINK>Khalitzburg Knight Card<INFO>4609</INFO></ITEMLINK>"); + mes(F_MesItemInfo(Khali_Knightage_Card)); next(); setarray(.@item[0], Coagulated_Spell, Corrupted_Charm); setarray(.@cost[0], 5000, 100); diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt index efb32be7e..3bbb74ad1 100644 --- a/npc/re/instances/WolfchevLaboratory.txt +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -1108,7 +1108,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ if (.@menu==2){ .@equip_card[3] = 0; } else { .@equip_card[2] = 0; } .@equip_item = getequipid(.@position); - specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); + specialeffect(EF_BEGINSPELL2, AREA, getnpcid("Sorcerer#Bio4Reward")); progressbar "ffff00", 2; specialeffect(EF_FROSTWEAPON, AREA, playerattached()); delitem Goast_Chill, 10; @@ -1303,7 +1303,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3); .@equip_card[(.@socket_type-1)] = .@enchant; .@equip_item = getequipid(.@position); - specialeffect(EF_BEGINSPELL3, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); + specialeffect(EF_BEGINSPELL3, AREA, getnpcid("Sorcerer#Bio4Reward")); progressbar "ffff00", 2; if (.@socket_type == 3) delitem Blood_Thirst, 10; @@ -1608,42 +1608,42 @@ que_lhz,1,1,0 script #Eventctrl FAKE_NPC,{ end; OnTimer1000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#01")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#01")); specialeffect EF_BEGINASURA, "Human Guinea pig#01"; end; OnTimer2000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#02")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#02")); specialeffect EF_BEGINASURA, "Human Guinea pig#02"; end; OnTimer3000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#03")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#03")); specialeffect EF_BEGINASURA, "Human Guinea pig#03"; end; OnTimer4000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#04")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#04")); specialeffect EF_BEGINASURA, "Human Guinea pig#04"; end; OnTimer5000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#05")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#05")); specialeffect EF_BEGINASURA, "Human Guinea pig#05"; end; OnTimer6000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#06")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#06")); specialeffect EF_BEGINASURA, "Human Guinea pig#06"; end; OnTimer7000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#07")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#07")); specialeffect EF_BEGINASURA, "Human Guinea pig#07"; end; OnTimer8000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#08")); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid("#08")); specialeffect EF_BEGINASURA, "Human Guinea pig#08"; stopnpctimer; end; @@ -2441,7 +2441,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer63000: for(.@i = 1; .@i < 7; .@i++) { - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, instance_npcname("Valve#2_"+.@i+""))); + specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid( instance_npcname("Valve#2_"+.@i+""))); disablenpc instance_npcname("Valve#2_"+.@i+""); } 'broken_pipes += 1; @@ -2845,73 +2845,73 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer1000: mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Seyren Windsor#boss01"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Seyren Windsor#boss01"))); end; OnTimer2000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Cecile Damon#boss02"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Cecile Damon#boss02"))); end; OnTimer3000: mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Gertie Wie#boss03"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Gertie Wie#boss03"))); end; OnTimer4000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Eremes Guile#boss04"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Eremes Guile#boss04"))); end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Trentini#boss05"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Trentini#boss05"))); end; OnTimer6000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Chen Liu#boss06"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Chen Liu#boss06"))); end; OnTimer7000: mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Alphochio Basil#boss07"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Alphochio Basil#boss07"))); end; OnTimer8000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Flamel Emul#boss08"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Flamel Emul#boss08"))); end; OnTimer9000: mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Randel Lawrence#boss09"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Randel Lawrence#boss09"))); end; OnTimer10000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Celia Alde#boss10"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Celia Alde#boss10"))); end; OnTimer11000: mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Kathryne Keyron#boss11"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Kathryne Keyron#boss11"))); end; OnTimer12000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Margaretha Sorin#boss12"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Margaretha Sorin#boss12"))); end; OnTimer13000: mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Howard Alt-Eisen#boss13"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Howard Alt-Eisen#boss13"))); end; OnTimer14000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Gren#boss14"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Type_**Gren#boss14"))); end; OnTimer15000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Roke#boss15"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Type_**Roke#boss15"))); end; OnTimer16000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Dree#boss16"))); + specialeffect(EF_SPHERE, AREA, getnpcid(instance_npcname("Type_**Dree#boss16"))); end; OnTimer17000: diff --git a/npc/re/instances/ghost_palace.txt b/npc/re/instances/ghost_palace.txt index 3e708dc57..a291984db 100644 --- a/npc/re/instances/ghost_palace.txt +++ b/npc/re/instances/ghost_palace.txt @@ -601,7 +601,7 @@ OnInstanceInit: OnStart: stopnpctimer instance_npcname("#gp3control"); disablenpc(instance_npcname("#gp3control")); - killmonster(instance_mapname("1@spa"), "All"); + killmonster(instance_mapname("1@spa"), "all"); disablenpc(instance_npcname("#gp3warp")); enablenpc(instance_npcname("Lurid Royal Guard#gp5")); enablenpc(instance_npcname("Tiara Princess#gp5")); diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt index efb1faf03..f03dece93 100644 --- a/npc/re/jobs/2e/kagerou_oboro.txt +++ b/npc/re/jobs/2e/kagerou_oboro.txt @@ -120,7 +120,7 @@ que_ng,21,76,0 script Wall with a Drawing#ko CLEAR_NPC,{ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) { - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "You don't need to carry so many things."; close; } @@ -128,8 +128,8 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ for (set .@i,5131; .@i<=5146; set .@i,.@i+1) if (questprogress(.@i)) erasequest .@i; set job_kagero,0; - mes "[Cougar]"; - mes "You are not in the Family of the Ninja."; + mes "[Kuuga Gai]"; + mes "You are not in the clan of the Ninja."; close2; warp "amatsu",147,136; end; @@ -156,28 +156,28 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "^1A95E6He keeps talking and doesn't stop to answer your question.^1A95E6"; next; mes "[Old Man]"; - mes "There once was a quiet family living in ancient Amatsu times that is never mentioned in history books or stories."; + mes "There once was a quiet clan living in ancient Amatsu times that is never mentioned in history books or stories."; next; mes "[Old Man]"; mes "They lived beneath shadows but always yearned for the bright sun, like a sunflower."; next; mes "[Old Man]"; - mes "A family that was loyal to their lord who they served as their bright sun."; + mes "A clan that was loyal to their lord who they served as their bright sun."; next; mes "[Old Man]"; - mes "...a very trustworthy family..."; + mes "...a very trustworthy clan..."; next; mes "[Old Man]"; mes "....loyal to their core..."; next; mes "[Old Man]"; - mes "...a family of integrity..."; + mes "...a clan of integrity..."; next; select("What happened to them?"); mes "^1A95E6The old man looks at you with a melancholy face.^1A95E6"; next; mes "[Old Man]"; - mes "Why are you interested in a family that was abandoned by their lord and disappeared from history itself?"; + mes "Why are you interested in a clan that was abandoned by their lord and disappeared from history itself?"; next; if(select("I'm a Ninja.", "I'm bored.") == 2) { mes "[Old Man]"; @@ -188,13 +188,13 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ } cutin "job_ko02",2; mes "[Old Man]"; - mes "Ninja! There was a time when the family was called ninjas, too."; + mes "Ninja! There was a time when the clan was called ninjas, too."; next; erasequest 5131; setquest 5132; set job_kagero,2; mes "[Old Man]"; - mes "You'll have to lend me your ear for I have so much to tell you about the family story."; + mes "You'll have to lend me your ear for I have so much to tell you about the clan story."; close2; cutin "",255; end; @@ -206,13 +206,13 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "This goes way back to ancient times and nobody in Amatsu remembers about it."; next; mes "[Old Man]"; - mes "The family worked behind the scenes and basically lived their lives for their lord."; + mes "The clan worked behind the scenes and basically lived their lives for their lord."; next; mes "[Old Man]"; mes "They were very loyal doing whatever deed their lord asked for."; next; mes "[Old Man]"; - mes "Ninja, the family was known as the dark family but that doesn't mean they wanted to be hidden in the darkness."; + mes "Ninja, the clan was known as the dark clan but that doesn't mean they wanted to be hidden in the darkness."; next; mes "[Old Man]"; mes "They were loyal enough to be satisfied as the lord's servants but their loyalty became the problem."; @@ -222,13 +222,13 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "They are a secret organization that even the lord didn't know much about."; next; mes "[Old Man]"; - mes "The few that knew about the family's existence, tried to investigate them but nobody was able to reveal their true identity."; + mes "The few that knew about the clan's existence, tried to investigate them but nobody was able to reveal their true identity."; next; mes "[Old Man]"; - mes "That is why this family has grown from loyal servants to a group feared for its secrets."; + mes "That is why this clan has grown from loyal servants to a group feared for its secrets."; next; mes "[Old Man]"; - mes "The lord shunned the family and didn't call them for their service any more but they never betrayed him."; + mes "The lord shunned the clan and didn't call them for their service any more but they never betrayed him."; next; select("They were really loyal people."); cutin "job_ko03",2; @@ -245,20 +245,20 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ } else if (job_kagero == 3) { cutin "job_ko03",2; mes "[Old Man]"; - mes "The family has been living in hiding for so long since the old days. The current lord didn't even know of their existence."; + mes "The clan has been living in hiding for so long since the old days. The current lord didn't even know of their existence."; next; select("........."); cutin "job_ko01",2; mes "[Old Man]"; - mes "I'm Guide Gion, the last of the dark ninja family."; + mes "I'm Leader Gion, the last of the dark ninja clan."; next; if(select("I think your time has ended.", "I need your teaching.") == 1) { cutin "job_ko04",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Are you an assassin to end this old man's life?"; next; - mes "[Guide Gion]"; - mes "So that is why you've shown interest in my family. I won't give up easily."; + mes "[Leader Gion]"; + mes "So that is why you've shown interest in my clan. I won't give up easily."; next; percentheal -99,0; mes "Pow!!"; @@ -268,50 +268,50 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ end; } cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Teaching..."; mes "Been a long time since I last heard that word."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I guess this little visit was not by coincidence but a start of a connection."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Sorry I am not a teacher. But!"; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I can help you on the path you've chosen, the ^33CC71"+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^000000 path."; next; - mes "^1A95E6You hear Guide Gion's voice faintly as you slip away.^1A95E6"; + mes "^1A95E6You hear Leader Gion's voice faintly as you slip away.^1A95E6"; next; erasequest 5133; setquest 5134; set job_kagero,4; - mes "[Guide Gion]"; - mes "If you are prepared to follow me, Guide Gion, on the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +" path, we will meet again."; + mes "[Leader Gion]"; + mes "If you are prepared to follow me, Leader Gion, on the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +" path, we will meet again."; close2; warp "amatsu",147,136; end; } else if (job_kagero == 4) { cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I thought you were afraid of the ^33CC71path of the "+ (Sex == SEX_MALE ? "Kagerou" : "Oboro") +"^33CC71 and wouldn't come back."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But from the look of your eyes, I guess I misjudged you."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You will have to train your mind and body to walk steadily in the unknown world and never fall into temptation to stay on the path."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Our ancestors had 4 tests to train our people."; next; select("4 tests?"); cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Yes, there are 4 tests."; mes "My ancestors trained my people with 4 tests that involve ^087FF8knowledge^000000, ^087FF8survival^000000, ^087FF8weapons^000000, and ^087FF8battle^000000."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I know you are curious what these tests are. Let me explain one by one."; next; while(1) { @@ -319,75 +319,75 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ set .@test, .@test | (1<<(.@i-1)); switch (.@i) { case 1: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "We need to be knowledgeable in order to assist the lord. This test is for this purpose."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You can pass the test if you successfully solve more than 9 out of 10 questions."; next; if (.@test != 15) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The test will be easy to pass if you've been steady in your studies. Now what other test are you curious about?"; next; } break; case 2: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Missions aren't always easy and safe. That is why survival instincts are vital to us."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "My ancestors call this test the dice test. It is a test to advance forward depending on the dice results."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Think of it as the simple dice games people play."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But never let your guard down during the test because it isn't called the survival test for nothing."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "There will be blocks that help you while there are blocks that will interrupt you."; next; if (.@test != 15) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "If you deal with various situations wisely, you will be able to pass the test. Now what other test are you curious about?"; next; } break; case 3: - mes "[Guide Gion]"; - mes "My family was famous for using unique weapons that we created."; + mes "[Leader Gion]"; + mes "My clan was famous for using unique weapons that we created."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You would be considered blessed if you created your own unique weapon."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Creating a weapon for yourself and refining it is the purpose of this test."; next; if (.@test != 15) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I hope you will be blessed and find the best weapon for yourself. Now what other test are you curious about?"; next; } break; case 4: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Missions are not always done alone. You will often work in teams of 2 or 3 for a common goal."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The battle test is only for those that pass that knowledge, survival and weapon tests. So! It is the very last test."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Unlike the other three tests that are done alone, you will have to compete with others in this final test."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "There is only one target!!"; mes "And only the first to get to the target passes the test."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You'll be lucky if you have no competitors during your test."; next; if (.@test != 15) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "A challenge is better than explaining it a hundred times. It's the actual experience that makes you better."; next; } @@ -396,13 +396,13 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ if (.@test == 15) break; } cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Seeing is believing, so go on and take the challenge."; next; erasequest 5134; setquest 5135; set job_kagero,5; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Let's start right away after you are done with preparations."; close2; cutin "",255; @@ -414,110 +414,110 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ set .@ko_test, .@ko_test_01 + .@ko_test_02 + .@ko_test_03; if (.@ko_test == 0) { cutin "job_ko03",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "It's been a while."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Since I felt happy like this. I feel young and energetic seeing young people like you challenge themselves with a new path."; next; - mes "[Guide Gion]"; - mes "We're done with explaining about the tests, now should I tell you my family story?"; + mes "[Leader Gion]"; + mes "We're done with explaining about the tests, now should I tell you my clan story?"; next; cutin "job_ko01",2; - mes "[Guide Gion]"; - mes "My family started from two warriors."; + mes "[Leader Gion]"; + mes "My clan started from two warriors."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Kagerou, a warrior like the dancing flames of the sun."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Oboro, a warrior like the misty moonlight."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The Sun and the Moon."; mes "The sunlight that lights up the world and the moonlight that lights up the night. Both were very similar but different warriors."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "There was a time there was an enmity between both warriors."; next; - mes "[Guide Gion]"; - mes "But it didn't take long for them to become one as a family."; + mes "[Leader Gion]"; + mes "But it didn't take long for them to become one as a clan."; next; select("How did it go afterwards?"); cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Ha ha ha. It is never fun to listen to the whole story all at once, no? Come back after passing a test and I'll continue my story."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Which test will you select as your first test?"; next; callsub L_StartTest,select("Test of Knowledge", "Test of Survival", "Test of Weaponry"),1; end; } else if (.@ko_test == 2) { cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; if (.@ko_test_01 == 2) { set .@menu$,":Test of Survival:Test of Weaponry"; mes "You've passed the Test of Knowledge."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "My friend doesn't approve of others that easily but I guess he liked you."; next; } else if (.@ko_test_02 == 2) { set .@menu$,"Test of Knowledge::Test of Weaponry"; mes "You've passed the Test of Survival."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Looks like you went through hell with this test."; next; } else if (.@ko_test_03 == 2) { set .@menu$,"Test of Knowledge:Test of Survival:"; mes "You've passed the Test of Weaponry."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I wonder if Joe is satisfied with your performance."; next; } - select("Please continue with the family story."); + select("Please continue with the clan story."); cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Looks like you are pretty eager to hear more. Where did I leave off... Ah! I remember."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Kagerou, a warrior like the dancing flames of the sun."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Oboro, a warrior like the misty moonlight."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Both warriors weren't close at first, because personality and everything else was completely opposite of each other."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The first place they met was the battlefield. And you know how enemies greet each other on a battlefield."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "They ended up injuring each other badly."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But what can you do? War is a war."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The friend you've laughed with yesterday is a foe that you have to fight with in a war today."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "So nobody can get along with anyone during a war."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I'll continue the story after you pass another test."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Which test will you choose for the second test?"; next; callsub L_StartTest,select(.@menu$),2; end; } else if (.@ko_test == 4) { cutin "job_ko04",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; if (.@ko_test_01 == 2 && .@ko_test_02 == 2) { set .@last_test,3; mes "You've passed the ^339CCCTests of Knowledge and Survival^000000!"; @@ -529,96 +529,96 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ mes "You've passed the ^339CCCTests of Survival and Weaponry^000000!"; } next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You are already done with two tests. Hope you've learned a lot from them."; next; cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Shall we continue with the story?"; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Kagerou, a warrior like the dancing flames of the sun."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Oboro, a warrior like the misty moonlight."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I think I left off when the two warriors met at the battlefield as enemies."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The long war ended eventually but the wounds and pain of those that survived had just started."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "So these two warriors started to embrace and heal the war wounds together and became one."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "There is a backstory of a man appearing in front of them and winning the loyalty from both warriors."; next; select("Who is this man?"); - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "There isn't much known about this man. Only a short mentioning of the two warriors pledging their allegiance."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Maybe current generations like me are the ancestors of the current Amatsu lord? But this is only an assumption."; next; - mes "[Guide Gion]"; - mes "I'm almost at the end of my family story. Come back after you've passed the third test and I will tell you the rest."; + mes "[Leader Gion]"; + mes "I'm almost at the end of my clan story. Come back after you've passed the third test and I will tell you the rest."; next; callsub L_StartTest,.@last_test,3; end; } else if (.@ko_test == 6) { cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You've gone through three tests leaving only one to pass."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "As I've told you before, the last test is different because you have to compete against others."; next; select("Will you continue the story?"); cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Ha ha ha. I will finish the story."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Kagerou, a warrior like the dancing flames of the sun."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Oboro, a warrior like the misty moonlight."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "It is told that the man that earned the loyalty of the two warriors was a humorous person."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "He like the jokes and conversations better than quarrels and he liked women over men."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Hmm... I don't know why this part of the story was kept alive all these years but this man wanted to bring these two warriors together."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Both warriors did travel together after the war but kept an awkward distance from each other."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "They must have had their reasons but their lord would send them out to a difficult mission together, put them in a secret room together and all sorts of situations together."; next; select("Sounds like an odd person."); - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Yes, he was. And his efforts didn't go in vain since the two warriors eventually got acquainted and married."; next; - mes "[Guide Gion]"; - mes "This is how the family started."; + mes "[Leader Gion]"; + mes "This is how the clan started."; next; select("What happened after?"); - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Sadly, the next part of story was purposely discontinued."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I think it's because someone wanted us to let go of the past and move forward."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "That's that. Now shouldn't you be preparing for the last test?"; next; set job_kagero,6; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But you must be tired from all the tests so far. Take a rest."; close2; cutin "",255; @@ -631,12 +631,12 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ set .@test_ko$, "Survival"; else if (.@ko_test_03 == 1) set .@test_ko$, "Weaponry"; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Weren't you taking the Test of " + .@test_ko$ + " just now?"; next; switch(select("I want to go back to test site.", "Ah... no.")) { case 1: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The Test of " + .@test_ko$ + " site is over here."; close2; if (.@ko_test_01 == 1) @@ -647,7 +647,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ warp "job_ko",121,129; end; case 2: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The village is over here."; close2; warp "amatsu",147,136; @@ -656,39 +656,39 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ } } else if (job_kagero == 6) { cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You've come back already? You could have rested more. Is there a reason to hurry?"; next; - input .@inputstr$; + input(.@inputstr$); cutin "job_ko03",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Because of ^B24E59" + .@inputstr$ + "^000000?"; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I have to admit, I don't understand you now."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But since you've gone through much, I'm sure you will do good with the final test."; next; cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Now! No more small talk. I'll let you know what the target is for the Test of Battle."; next; - mes "[Guide Gion]"; - mes "The target is a monster called the ^FF0000Family Secret^000000."; + mes "[Leader Gion]"; + mes "The target is a monster called the ^FF0000Clan Secret^000000."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You will have to be careful because there are many similiar shaped and named monsters in test site."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "And if you are lucky, there will be others targeting the monster."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "May the blessings of '" + (Sex == SEX_MALE ? "Kagerou, dancing sun" : "Oboro, misty moonlight") + "' be with you."; next; setquest 5146; set job_kagero,7; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Then let's go to the battle test field."; close2; switch(rand(3)) { @@ -699,12 +699,12 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ end; } else if (job_kagero == 7 || job_kagero == 8) { cutin "job_ko03",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I see you are in the middle of the ^339CCCTest of Battle^000000. Will you go back to the test site?"; next; switch(select("Go back to the test site.", "Visit the village.")) { case 1: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The test site is over here."; close2; switch(rand(3)) { @@ -714,7 +714,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ } end; case 2: - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The village is over here."; close2; cutin "",255; @@ -722,7 +722,7 @@ job_ko,25,115,4 script Old Man#ko 4_M_KAGE_OLD,{ } } else { cutin "job_ko03",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You should not be here. Leave!"; close2; warp "amatsu",147,136; @@ -737,14 +737,14 @@ L_StartTest: case 2: set .@str$,"You are taking the ^339CCCTest of %s^000000 as the second test? "; break; case 3: set .@str$,"Your third test is the ^339CCCTest of %s^000000! "; break; } - mes "[Guide Gion]"; + mes "[Leader Gion]"; switch (getarg(0)) { case 1: mes sprintf(.@str$ + "Then I will get to see a familiar face after so long...","Knowledge"); next; select("Familiar face?"); setquest 5136; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Ha ha ha. You'll know when we get there. The Test of Knowledge is taken over here."; close2; warp "job_ko",72,128; @@ -753,7 +753,7 @@ L_StartTest: mes sprintf(.@str$ + "It's a lonesome test that you have to face alone.","Survival"); next; setquest 5137; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But I believe you can handle it. The Test of Survival is taken over here."; close2; warp "job_ko",62,16; @@ -766,7 +766,7 @@ L_StartTest: getitem "Phracon", 1; mes "You receive 5 Iron Ore and 1 Phracon."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You will find these useful. The Test of Weaponry is taken over here."; close2; warp "job_ko",121,129; @@ -775,74 +775,74 @@ L_StartTest: } //== Test of Knowledge ===================================== -job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{ +job_ko,81,124,4 script Kuuga Gai#ko 4_M_JOB_ASSASSIN,{ if (BaseJob != Job_Ninja) { for (set .@i,5131; .@i<=5146; set .@i,.@i+1) if (questprogress(.@i)) erasequest .@i; set job_kagero,0; - mes "[Cougar]"; - mes "Sorry, your family is not same as ours, is there something wrong?"; + mes "[Kuuga Gai]"; + mes "Sorry, your clan is not same as ours, is there something wrong?"; close2; warp "amatsu",147,136; end; } if (job_kagero == 5) { if (MaxWeight - Weight < 1000 || checkweight("Knife",1) == 0) { - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "This is a test of knowledge, so why did you bring so many things?"; close; } set .@ko_test_01, questprogress(5136); set .@ko_test_01_1, questprogress(5139); if (.@ko_test_01 == 1 && .@ko_test_01_1 == 0) { - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "It's been a while."; next; select("Aren't you..."); - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "I remember you from before looking for the way of the ninja."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "You've grown this strong already?"; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Ha ha ha-"; mes "A truly determined youth! I like that."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Good! The test you are about to take is the ^339CCCTest of Knowledge^000000."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "I hope you haven't been lazy with your studies while focusing on getting stronger?"; next; switch(select("Yes", "No")) { case 1: setquest 5139; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "That's a relief. Let me know when you are ready to start the test."; close; case 2: setquest 5139; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "So you were all talk? Well, let me know when you are ready then."; close; } } else if (.@ko_test_01 == 1 && .@ko_test_01_1 == 1) { - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "I'm ready at my end. Are you ready for the test?"; next; if(select("Yes", "No") == 2) { - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Well, what can I do but wait for you."; close; } - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "This isn't your first test, is it?"; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "You only need to choose the correct answer to my questions."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Let's start."; next; @@ -862,9 +862,9 @@ job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{ deletearray .@n[10],getarraysize(.@n) - .@questions; freeloop(0); - set @job_ko_cougar,0; + set @job_ko_kuuga,0; for (set .@i,1; .@i<=.@questions; set .@i,.@i+1) { - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes (.@i < .@questions)?"Question number "+.@i+":":"Last question:"; switch (.@n[.@i-1]) { case 1: callsub L_Question,"What is the DEX + LUK total for a Job Master?",2,"8:10:12:14"; break; @@ -918,67 +918,67 @@ job_ko,81,124,4 script Cougar#ko 4_M_JOB_ASSASSIN,{ case 49: callsub L_Question,"Which of the following blacksmiths do not create ninja items?",2,"Khaibara:Aiku:Tetsu:Toshu"; break; case 50: callsub L_Question,"What is the name of the suspicious man you can meet during the Ninja job change quest?",3,"Red Leopard Jack:Black Leopard Jack:Red Leopard Joe:Black Leopard Joe"; break; default: - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "An unknown error has occurred."; mes "Please contact customer service."; close; } } - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "You're through all 10 questions. Wasn't so bad! The important part starts now."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "... ... ..."; next; - if (@job_ko_cougar < 90) { - mes "[Cougar]"; + if (@job_ko_kuuga < 90) { + mes "[Kuuga Gai]"; mes "You fool!!"; mes "You couldn't even solve these?"; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Can't believe someone who is taking a new path can be so pathetic."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "I'll give you another chance."; mes "You will take the test again with new questions. Better pass it this time."; } else { - mes "[Cougar]"; - mes "Hmm. " + (@job_ko_cougar) + "?"; + mes "[Kuuga Gai]"; + mes "Hmm. " + (@job_ko_kuuga) + "?"; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Well, looks like you weren't lazy with your studies."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "What? Proud of yourself for solving these questions?"; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "You still have a long way to go and this is only a small fraction of it."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Well... I'm curious how far your strong will can take you through other tests."; next; completequest 5136; erasequest 5139; - mes "[Cougar]"; - mes "I'll let you go now so go report back to Guide Gion with your results."; + mes "[Kuuga Gai]"; + mes "I'll let you go now so go report back to Leader Gion with your results."; close2; warp "job_ko",16,113; end; } - set @job_ko_cougar,0; + set @job_ko_kuuga,0; close; } else if (.@ko_test_01 == 2 && .@ko_test_01_1 == 0) { - mes "[Cougar]"; - mes "I'll let you go now so go report back to Guide Gion with your results."; + mes "[Kuuga Gai]"; + mes "I'll let you go now so go report back to Leader Gion with your results."; close2; warp "job_ko",16,113; end; } } - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "How did you get here?"; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "It's my duty to get rid of you."; mes "^000099(He's a short, silent man.)^000000"; mes "This will push you back!"; @@ -991,7 +991,7 @@ L_Question: mes getarg(0); next; if(select(getarg(2)) == getarg(1)) - set @job_ko_cougar, @job_ko_cougar + 10; + set @job_ko_kuuga, @job_ko_kuuga + 10; return; } @@ -1934,7 +1934,7 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ if (questprogress(.@i)) erasequest .@i; set job_kagero,0; mes "[Red Leopard Joe]"; - mes "Sorry, your family is not the same as ours, is there something wrong?"; + mes "Sorry, your clan is not the same as ours, is there something wrong?"; close2; warp "amatsu",147,136; end; @@ -1959,17 +1959,17 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ next; select("Long time indeed, Joe."); mes "[Red Leopard Joe]"; - mes "You aren't surprised I'm here. Did you meet ^0237FDCougar^000000 before coming here?"; + mes "You aren't surprised I'm here. Did you meet ^0237FDKuuga Gai^000000 before coming here?"; next; mes "[Red Leopard Joe]"; mes "Don't like it that I'm not the first one you visited but that is not important."; next; mes "[Red Leopard Joe]"; mes "Alright, " + strcharinfo(PC_NAME) + "!"; - mes "Welcome to the workshop where weapons are created for the family."; + mes "Welcome to the workshop where weapons are created for the clan."; next; mes "[Red Leopard Joe]"; - mes "Our family has been creating and using unique weapons to serve our secret missions since ancient times."; + mes "Our clan has been creating and using unique weapons to serve our secret missions since ancient times."; next; select("Really? At Einbroch?"); mes "[Red Leopard Joe]"; @@ -1979,7 +1979,7 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "Yes. Einbroch is known as an industrial city, the city of great blacksmiths create new technology."; next; mes "[Red Leopard Joe]"; - mes "My mission is to analyze their technology and report back to the family."; + mes "My mission is to analyze their technology and report back to the clan."; next; mes "[Red Leopard Joe]"; mes "I spoke more than I intended to."; @@ -1990,15 +1990,15 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "[Red Leopard Joe]"; mes "Let's now create a new prototype weapon."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_03")); setquest 5142; mes "[Red Leopard Joe]"; mes "...and everywhere else. Now let's begin!!"; @@ -2183,15 +2183,15 @@ L_Weapon: next; switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) { case 1: - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Crafting Tools#ko_03")); mes "[Red Leopard Joe]"; mes "...and everywhere else."; close; @@ -2199,7 +2199,7 @@ L_Weapon: mes "[Red Leopard Joe]"; mes "You haven't brought enough materials?"; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Drawer#ko")); + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid("Drawer#ko")); mes "[Red Leopard Joe]"; mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village."; close; @@ -2503,44 +2503,44 @@ job_ko,127,121,0 duplicate(Refinement Tools#ko_01) Refinement Tools#ko_02 CLEAR_ //== Test of Battle ======================================== job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ if (MaxWeight - Weight < 2000 || checkweight("Knife",1) == 0) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You don't need so many things now!"; close; } if (job_kagero == 7) { cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Looks like you haven't taken care of the target yet."; next; - mes "[Guide Gion]"; - mes "I'll tell you once more. The target is the ^FF0000Family Secret^000000."; + mes "[Leader Gion]"; + mes "I'll tell you once more. The target is the ^FF0000Clan Secret^000000."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Of course the path will be difficult, so continue searching!"; close2; cutin "",255; end; } else if (job_kagero == 8) { cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Looks like you've taken care of the target. Hmm."; next; if (checkmount()) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "But please get down from your frog. Otherwise I can't continue!"; close2; cutin "",255; end; } if (BaseLevel < 99 || JobLevel < 70) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "How did you get weaker? Come back once you've regained your previous levels."; close2; cutin "",255; end; } if (SkillPoint != 0) { - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "Please come back after using all your Skill Points."; close2; cutin "",255; @@ -2548,38 +2548,38 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ } mapannounce "job_ko","[Gion] Interrupting the Test of Battle.",bc_map; cutin "job_ko04",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "The Test of Battle will be put off for a while. Don't worry because this does not have affect to other tests."; next; mapannounce "job_ko","[Gion] My Friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!",bc_map; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "My friend " + strcharinfo(PC_NAME) + " made it to " + (Sex == SEX_MALE ? "Kagerou" : "Oboro") + " Path. Congratulations!!"; next; cutin "job_ko02",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "It is pleasant to meet a youth that is walking through a new path."; next; mes "[Someone's Voice]"; mes "Wait for a while, Gion."; next; - donpcevent "Cougar#ko2::OnEnable"; + donpcevent "Kuuga Gai#ko2::OnEnable"; donpcevent "Red Leopard Joe#ko2::OnEnable"; cutin "job_ko04",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I'm sorry I almost forgot about you two. Do you have anything to share with " + strcharinfo(PC_NAME) + "?"; next; cutin "",255; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "Hmm... Embarrassing... to speak so suddenly..."; next; - mes "[Cougar]"; - mes strcharinfo(PC_NAME) + ", you are now a proud member of our family. Always hold your head high and..."; + mes "[Kuuga Gai]"; + mes strcharinfo(PC_NAME) + ", you are now a proud member of our clan. Always hold your head high and..."; next; - mes "[Cougar]"; + mes "[Kuuga Gai]"; mes "^777777(Gai's voice fades out.)^000000."; mes "I'm sorry I strangled you when we first met."; next; - donpcevent "Cougar#ko2::OnDisable"; + donpcevent "Kuuga Gai#ko2::OnDisable"; mes "[Red Leopard Joe]"; mes "Puhahaha! Gai is all talk. I know I was know valuable to you than that Gai."; next; @@ -2600,17 +2600,17 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ mes "I named your weapons on my own but I know you'll like the name."; next; mes "[Red Leopard Joe]"; - mes "Guide Gion, please continue."; + mes "Leader Gion, please continue."; next; cutin "job_ko01",2; donpcevent "Red Leopard Joe#ko2::OnDisable"; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I don't have much to add because Gai and Joe said it all."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I'm just sorry that the environment of all these tests could have been better for our later generation."; next; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You only need to look forward and never turn back."; next; for (set .@i,5131; .@i<=5146; set .@i,.@i+1) @@ -2619,21 +2619,21 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ getnameditem .@item,strcharinfo(PC_NAME); jobchange(Sex == SEX_MALE ? Job_Kagerou : Job_Oboro); donpcevent "Summon Target#ko::OnEnable"; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead."; close2; warp "que_ng",21,71; end; } else if (job_kagero == 9) { cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "I hope the blessings of Kagerou, dancing sun and Oboro, misty moonlight will be with you on your journey ahead."; close2; warp "que_ng",21,71; end; } else { cutin "job_ko01",2; - mes "[Guide Gion]"; + mes "[Leader Gion]"; mes "You should not be here. Please leave!"; close2; warp "amatsu",147,136; @@ -2641,16 +2641,16 @@ job_ko,148,46,4 script Guide Gion#ko2 4_M_KAGE_OLD,{ } } -job_ko,151,47,4 script Cougar#ko2 4_M_JOB_ASSASSIN,{ - mes "[Cougar]"; +job_ko,151,47,4 script Kuuga Gai#ko2 4_M_JOB_ASSASSIN,{ + mes "[Kuuga Gai]"; mes "Congratulation for choosing the road of development!"; close; OnInit: OnDisable: - disablenpc "Cougar#ko2"; + disablenpc "Kuuga Gai#ko2"; end; OnEnable: - enablenpc "Cougar#ko2"; + enablenpc "Kuuga Gai#ko2"; end; } @@ -2684,7 +2684,7 @@ OnEnable: case 6: set .@mob,1049; break; case 7: set .@mob,1050; break; } - areamonster "job_ko",120,30,160,70,"Family Secret",.@mob,1,"Summon Target#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan Secret",.@mob,1,"Summon Target#ko::OnMyMobDead"; end; OnDisable: initnpctimer; @@ -2706,25 +2706,25 @@ OnInit: donpcevent "Summon Fake#ko::OnEnable"; end; OnEnable: - areamonster "job_ko",120,30,160,70,"Family's Legacy",1002,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Legacy",1002,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1002,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Memory",1002,5,"Summon Fake#ko::OnMyMobDead"; - areamonster "job_ko",120,30,160,70,"Family's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1031,5,"Summon Fake#ko::OnMyMobDead"; - areamonster "job_ko",120,30,160,70,"Family's Memory",1113,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Memory",1113,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Past",1113,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Past",1113,5,"Summon Fake#ko::OnMyMobDead"; - areamonster "job_ko",120,30,160,70,"Family's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Legacy",1063,5,"Summon Fake#ko::OnMyMobDead"; - areamonster "job_ko",120,30,160,70,"Family's Mistake",1010,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Mistake",1010,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Memory",1010,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Memory",1010,5,"Summon Fake#ko::OnMyMobDead"; - areamonster "job_ko",120,30,160,70,"Family's Past",1049,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Past",1049,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Mistake",1049,5,"Summon Fake#ko::OnMyMobDead"; - areamonster "job_ko",120,30,160,70,"Family's Memory",1050,5,"Summon Fake#ko::OnMyMobDead"; + areamonster "job_ko",120,30,160,70,"Clan's Memory",1050,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Oboro's Past",1050,5,"Summon Fake#ko::OnMyMobDead"; areamonster "job_ko",120,30,160,70,"Kagerou's Past",1050,5,"Summon Fake#ko::OnMyMobDead"; end; diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt index 6b04533db..90dadd8d1 100644 --- a/npc/re/jobs/3-1/archbishop.txt +++ b/npc/re/jobs/3-1/archbishop.txt @@ -243,7 +243,7 @@ umbala,139,227,3 script Priest#arch 1_M_PASTOR,{ mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm, I wanted to tell you..."; next; - input .@inputstr$; + input(.@inputstr$); mes "[" + strcharinfo(PC_NAME) + "]"; mes "" + .@inputstr$ + ""; next; @@ -483,7 +483,7 @@ OnTouch: next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "Pain... What kind of faults have I had?"; - input .@inputstr$; + input(.@inputstr$); next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "I confess my guilt to the Almighty God Odin."; @@ -779,7 +779,7 @@ job3_arch01,29,34,3 script Valkyrie#arch 4_F_VALKYRIE2,{ warp "odin_tem02",282,263; end; } - if (getmercinfo(1)) { + if (getmercinfo(MERCINFO_CLASS)) { mes "[Valkyrie]"; mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; close; @@ -1006,7 +1006,7 @@ OnTouch: if (countitem(ValkyrieA_Scroll)) { delitem ValkyrieA_Scroll,1; // fall through - } else if (getmercinfo(1) == 2037) { + } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_A) { if (strnpcinfo(NPC_NAME) == "#arch_1_10") viewpoint 1,113,327,1,0xFF9900; .@randht = rand(1,10); @@ -1038,7 +1038,7 @@ OnTouch: if (countitem(ValkyrieA_Scroll)) { delitem ValkyrieA_Scroll,1; // fall through - } else if (getmercinfo(1) == 2037) { + } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_A) { mapannounce "job3_arch02","Valkyrie's Nightmare: An incompetent illusion of Valkyrie came here with the assistance of humans. You wanna have that nightmare?",bc_map,"0xFF0000"; donpcevent "mob#arch_1::OnKill"; end; @@ -1113,7 +1113,7 @@ OnKill: } job3_arch02,113,327,5 script Valkyrie#arch_01 4_F_VALKYRIE2,{ - if (getmercinfo(1)) { + if (getmercinfo(MERCINFO_CLASS)) { mes "[Valkyrie]"; mes "If you want to talk with me, you have to ^3131FFcancel all contracts^000000 with any mercenaries you have."; close; @@ -1262,7 +1262,7 @@ OnTouch: mes "So bright and warm...."; next; mes "- Shoooo -"; - specialeffect(EF_CLOAKING, AREA, getnpcid(0, "Valkyrie Anguhilde#end")); + specialeffect(EF_CLOAKING, AREA, getnpcid("Valkyrie Anguhilde#end")); hideonnpc "Valkyrie Anguhilde#end"; emotion e_omg,1; next; @@ -1355,7 +1355,7 @@ OnTouch: if (countitem(ValkyrieB_Scroll)) { delitem ValkyrieB_Scroll,1; // fall through - } else if (getmercinfo(1) == 2038) { + } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_B) { .@randht = rand(1,10); if (.@randht < 8) mapannounce "job3_arch02","Whispering of an impersonation: I can feel the devil's spirits. Can you hear? The sound of gathering in crowds.",bc_map,"0xFFCE00"; @@ -1400,7 +1400,7 @@ OnTouch: if (countitem(ValkyrieB_Scroll)) { delitem ValkyrieB_Scroll,1; // fall through - } else if (getmercinfo(1) == 2038) { + } else if (getmercinfo(MERCINFO_CLASS) == VALKYRIE_B) { mapannounce "job3_arch02","A shout of devil: You are so childish. I invite you a party of devil. I'll make you have a fun!",bc_map,"0xFF0000"; end; } diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt index 41e5b476f..166a1d42e 100644 --- a/npc/re/jobs/3-1/ranger.txt +++ b/npc/re/jobs/3-1/ranger.txt @@ -613,7 +613,7 @@ tur_dun01,91,169,3 script Test Instructor#jr02 4_M_JOB_HUNTER,{ mes "Don't hang around here doing nothing. This is my area!"; close; L_Start: - if (getmercinfo(1)) { + if (getmercinfo(MERCINFO_CLASS)) { mes "[Test Instructor, Teardrop]"; mes "Stop!"; next; @@ -1491,7 +1491,7 @@ job3_rang02,251,49,3 script Test Supervisor#jr_13 4_M_JOB_HUNTER,{ setquest 8261; close; } - if (getmercinfo(1) == 2034) { + if (getmercinfo(MERCINFO_CLASS) == M_DESERT_WOLF_B) { erasequest 8261; mes "Good! Then I'll start the test right now!"; next; diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt index ad8ab8f74..6230746b1 100644 --- a/npc/re/jobs/3-1/rune_knight.txt +++ b/npc/re/jobs/3-1/rune_knight.txt @@ -962,7 +962,7 @@ job3_rune01,58,51,1 script Rune Furnace CLEAR_NPC,{ next; mes .@str$[1]; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == .@str$[0]) { mes "[Rune Knight Renoa]"; mes "Wow! This is great. The image of the rune stone in my head and the modeled rune stone match perfectly. It's well made."; diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index e85819f97..d9fb1bce6 100644 --- a/npc/re/jobs/3-2/genetic.txt +++ b/npc/re/jobs/3-2/genetic.txt @@ -189,11 +189,11 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "- Zooooooooooooooooing -"; specialeffect EF_ENDURE; next; - specialeffect(EF_REPAIRWEAPON, AREA, getnpcid(0, "#from1to2gen")); + specialeffect(EF_REPAIRWEAPON, AREA, getnpcid("#from1to2gen")); mes "- (Screeching Sounds)!!! -"; mes "- (Screeching)!!! -"; next; - specialeffect(EF_CRASHEARTH, AREA, getnpcid(0, "#from1to2gen")); + specialeffect(EF_CRASHEARTH, AREA, getnpcid("#from1to2gen")); mes "- Bump! Bump! Bump! -"; next; mes "[Devries]"; @@ -451,8 +451,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Damn!"; next; if (job_gen == 60) { - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Super Cultivator#gen")); - specialeffect(EF_PHARMACY_OK, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_FLASHER, AREA, getnpcid("Super Cultivator#gen")); + specialeffect(EF_PHARMACY_OK, AREA, getnpcid("Super Cultivator#gen")); mes "[Devries]"; mes "Popo, look at that!"; mes "That's really a mysterious plant!"; @@ -485,8 +485,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ job_gen = 62; changequest 2215,2216; } else { - specialeffect(EF_SPELLBREAKER, AREA, getnpcid(0, "Super Cultivator#gen")); - specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_SPELLBREAKER, AREA, getnpcid("Super Cultivator#gen")); + specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid("Super Cultivator#gen")); mes "[Devries]"; mes "Uh oh! You failed, Popo."; mes "It didn't grow at all, it's withered already."; diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt index 87cf554ad..8924d61dd 100644 --- a/npc/re/jobs/3-2/royal_guard.txt +++ b/npc/re/jobs/3-2/royal_guard.txt @@ -521,7 +521,7 @@ sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ switch(select("Royal Guard", "Rune Knight", "Sorcerer")) { case 1: mes "1~5"; - input .@input; + input(.@input); next; if (.@input < 1 || .@input > 5) { mes "Set item to adjust the Royal Guard"; @@ -533,7 +533,7 @@ sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ close; case 2: mes "1~24"; - input .@input; + input(.@input); next; if (.@input < 1 || .@input > 24) { mes "Set item to adjust the Rune Knight"; @@ -545,7 +545,7 @@ sec_in02,12,43,3 script sorcereryal 1_M_LIBRARYMASTER,1,1,{ close; case 3: mes "1~5"; - input .@input; + input(.@input); next; if (.@input < 1 || .@input > 5) { mes "Set item to adjust the Sorcerer"; diff --git a/npc/re/jobs/3-2/shadow_chaser.txt b/npc/re/jobs/3-2/shadow_chaser.txt index 9cdd3f732..3b6f6bcd0 100644 --- a/npc/re/jobs/3-2/shadow_chaser.txt +++ b/npc/re/jobs/3-2/shadow_chaser.txt @@ -327,7 +327,7 @@ s_atelier,65,123,5 script Manager#sc04_prt 4_M_KHKYEL,{ mes "Wow, you deciphered it?"; mes "So, what's the right answer?"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "shadows atelier in prontera" || .@inputstr$ == "SHADOWS ATELIER IN PRONTERA") { mes "[Manager]"; mes "Good."; @@ -1118,7 +1118,7 @@ L_Code: mes "["+strcharinfo(PC_NAME)+"]"; mes "Paul said..."; next; - input .@inputstr$; + input(.@inputstr$); mes "["+strcharinfo(PC_NAME)+"]"; mes "Paul said..."; mes "'"+.@inputstr$+"' ."; @@ -1694,7 +1694,7 @@ tur_dun03,38,209,1 script Blue Flame#sc_f01 4_NFWISP,{ mes "A blue flame is roaring."; mes "The deciphered code means..."; next; - input .@inputstr$; + input(.@inputstr$); .@dap01$ = "blue fire in turtle island third floor"; .@dap02$ = "BLUE FIRE IN TURTLE ISLAND THIRD FLOOR"; if (.@inputstr$ != .@dap01$ && .@inputstr$ != .@dap02$) { @@ -1986,7 +1986,7 @@ job3_sha01,22,78,0 script ????#keybox01 CLEAR_NPC,{ mes " "; mes "And also letters. They are blinking as if waiting for a code to be input."; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == .@Codes2$[.@i] || .@inputstr$ == strtolower(.@Codes2$[.@i])) { mes "When you put the correct answer in there,"; mes "the box is opened."; @@ -2042,7 +2042,7 @@ job3_sha01,25,28,0 script ????#keybox02 CLEAR_NPC,{ next; switch(select("Input the answer.", "I can't get it.")) { case 1: - input .@input; + input(.@input); if (.@input == .@numbers[.@i]) { mes "You put 2 and "+(.@numbers[.@i]-20)+"."; mes "The box opens and you get one key."; @@ -2122,7 +2122,7 @@ job3_sha01,73,80,0 script ????#keybox03 CLEAR_NPC,{ mes "There's no code, so 1 should be A."; mes "And the answer is..."; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "turn and shake" || .@inputstr$ == "TURN AND SHAKE") { mes "["+strcharinfo(PC_NAME)+"]"; mes "Turn... Turn... and"; diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt index 567469d46..4e0108fd8 100644 --- a/npc/re/jobs/3-2/sura.txt +++ b/npc/re/jobs/3-2/sura.txt @@ -130,8 +130,8 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ next; mes "[King Crab & Sludge Worm]"; mes "Aaaaaahhhhhhhhk!!!!!!!!"; - specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "King Crab#job_shu")); - specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "Sludge Worm#job_shu")); + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid("King Crab#job_shu")); + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid("Sludge Worm#job_shu")); next; mes "- What is that amazing power? -"; mes "- I've never seen this -"; @@ -654,14 +654,14 @@ OnTimer305000: OnTimer315000: mapannounce "sword_2-1","Come on here.",bc_map; donpcevent "Buddy#job_shuaneh::OnDisable"; - donpcevent "#Sura_garajjom::OnEnable"; + // donpcevent "#Sura_garajjom::OnEnable"; // Commented to prevent #Sura_garajjom allowing player to success the test at any case (even when failing it). end; OnTimer320000: mapannounce "sword_2-1","I guess you're not ready to meet the master yet...",bc_map; mapwarp "sword_2-1","yuno_fild07",255,178; - donpcevent "#Sura_garajjom::OnDisable"; - donpcevent "Drawing Room::OnEnable"; + // donpcevent "#Sura_garajjom::OnDisable"; donpcevent "Buddy#Sura_Salon::OnDisable"; + donpcevent "Drawing Room::OnEnable"; end; } diff --git a/npc/re/jobs/3-2/wanderer.txt b/npc/re/jobs/3-2/wanderer.txt index 30449e2fa..e9c88032a 100644 --- a/npc/re/jobs/3-2/wanderer.txt +++ b/npc/re/jobs/3-2/wanderer.txt @@ -252,7 +252,7 @@ xmas,132,143,5 script Performance Manager#wnd 4_M_06,{ next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "It's because..."; - input .@inputstr$; + input(.@inputstr$); mes "^3131FF" + .@inputstr$ + "^000000"; mes "......"; next; diff --git a/npc/re/jobs/novice/academy.txt b/npc/re/jobs/novice/academy.txt index a69f7008d..567a28f25 100644 --- a/npc/re/jobs/novice/academy.txt +++ b/npc/re/jobs/novice/academy.txt @@ -2328,7 +2328,7 @@ izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{ close(); } if (questprogress(7478) == 1 && !questprogress(7479)) { - specialeffect(EF_STEAL, AREA, getnpcid(0, "Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_STEAL, AREA, getnpcid("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN))); donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"); emotion(e_gasp, 1); emotion(e_heh); @@ -4513,7 +4513,7 @@ iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{ } next(); input(.@input); - if (!.@input) { + if (.@input <= 0) { mes("[Querrie]"); mes("Well, you don't need to buy it now."); mes("Use it next time."); @@ -4525,7 +4525,7 @@ iz_ac01,68,49,3 script General Store Owner#ac 4_F_03,{ mes("You can buy up to 99 at once."); close(); } - set .@cost, .@input * (BaseLevel <= 20 ? 30 : 500); + .@cost = .@input * (BaseLevel <= 20 ? 30 : 500); mes("[Querrie]"); mesf("%d combination kits will cost you %d.... zeny.", .@input, .@cost); if (Zeny < .@cost) { @@ -5693,7 +5693,7 @@ izlude,95,146,5 script Mom#iz 4_F_CAVE1,{ mes("^0000cd[Come to me, honey~]^000000"); next(); enablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); - specialeffect(EF_PORTAL, AREA, getnpcid(0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_PORTAL, AREA, getnpcid("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN))); mes("[Etinifni]"); mes("What's up? Where am I?"); next(); @@ -5779,7 +5779,7 @@ izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{ mes("[Romantic Male]"); mes("Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?"); next(); - specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_HEARTCASTING, AREA, getnpcid("Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); mes("[Romantic Male]"); mes("Honey~~ I love you!! Sweetheart~"); @@ -5813,7 +5813,7 @@ izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{ mes("[Romantic Female]"); mes("You are tired of sitting, aren't you?"); next(); - specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_HEARTCASTING, AREA, getnpcid("Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); mes("[Romantic Female]"); mes("My sweetheart!!! I love you!!!"); @@ -5821,7 +5821,7 @@ izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{ mes("[Romantic Male]"); mes("Yes, thank you for sharing your SP! You are also tired, aren't you?"); next(); - specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_HEARTCASTING, AREA, getnpcid("Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN))); emotion(e_kis2, 0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN)); mes("[Romantic Male]"); mes("My sweetheart!! I love you!!!"); @@ -5945,199 +5945,199 @@ iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{ mes("If you want to stop, say 0."); next(); input(.@style); - if (.@style > 19) { - mes("[Otter Samssoon]"); - mes("Oh my!!? Honey~ You can use a coupon for the hair style in here~"); - close(); - } else if (!.@style) { + if (.@style <= 0) { mes("[Otter Samssoon]"); mes("Did you decide? Which style??"); mes("I want to touch your hair with my hands~ Honey~"); close(); - } else { - callsub(L_cutin, .@style); + } + if (.@style > 19) { mes("[Otter Samssoon]"); - switch(.@style) { - case 1: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Play Dead' cut?"); - mes("This looks neat and relaxed.. So popular style."); - } else { - mes("Oh my!!? 'First Aid' cut?"); - mes("This is and adorable style."); - mes("I guess it looks good on you too!!"); - } - break; - case 2: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Two Handed Sword Mastery' cut?"); - mes("You... You know the famous D..? He has exactly the same style!"); - } else { - mes("Oh my!!? 'Bash' cut?"); - mes("This style gives strong curls on both side hair."); - } - break; - case 3: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Napalm Beat' cut?"); - mes("It has well arranges hair line that makes feel charisma."); - } else { - mes("Oh my!!? 'Frost Diver' cut?"); - mes("It is mysterious style that gives cold and warm feeling at the same time."); - } - break; - case 4: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Double Strafe' cut?"); - mes("Natural hair is shaking by wind.. Clean and good feeling."); - } else { - mes("Oh my!!? 'Arrow Shower' cut?"); - mes("Cool and nice shaggy cut makes good style."); - } - break; - case 5: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Angelus' cut?"); - mes("Calm and piety feeling.. Not boring style."); - } else { - mes("Oh my!!? 'Heal' cut?"); - mes("Feminine style give healing feeling."); - } - break; - case 6: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Push Cart' cut?"); - mes("Big Kar is motivated for this style with a romance of a man."); - } else { - mes("Oh my!!? 'Vending' cut?"); - mes("Royal ladies like this style. Make good money style."); - } - break; - case 7: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Envenom' cut?"); - mes("Tough style makes addicted."); - } else { - mes("Oh my!!? 'Double Attack' cut?"); - mes("Whoever will dash twice for this style."); - mes("Ponytail is important."); - } - break; - case 8: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Bowling Bash' cut?"); - mes("This style makes a nice guy to challenge."); - mes("Just a giving a glance can steal the heart."); - } else { - mes("Oh my!!? 'Gloria' cut?"); - mes("This style is ultimately gorgeous and graceful."); - } - break; - case 9: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Venom Dust' cut?"); - mes("This style has special ending line that looks fatal."); - } else { - mes("Oh my!!? 'SP Recovery' cut?"); - mes("This style has neat cutting that inspires."); - } - break; - case 10: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Turn Undead' cut?"); - mes("This style is like a cold city man who is strong enough to kill a monster."); - } else { - mes("Oh my!!? 'Prepare Potion' cut?"); - mes("This style has a liquid medicine motive so it makes feel cure."); - } - break; - case 11: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Dragonology' cut?"); - mes("This style is intelligent style of mysterious dragon."); - } else { - mes("Oh my!!? 'Grand Cross' cut?"); - mes("Well trimmed hair cut line gives trust."); - } - break; - case 12: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Mace Mastery' cut?"); - mes("Look fresh and look neat with wax treatment."); - } else { - mes("Oh my!!? 'Intimidate' cut?"); - mes("This style is very familiar."); - } - break; - case 13: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Thunder Storm' cut?"); - mes("This style has natural attractive perm which is like hitting by thunder storm."); - } else { - mes("Oh my!!? 'Spiritual Sphere"); - mes("Calm and a little bit looks like a boy cut draw attention."); - } - break; - case 14: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Encore' cut?"); - mes("Rocker's favorite style.. Even the name itself.."); - } else { - mes("Oh my!!? 'Gypsy's Kiss' cut?"); - mes("The hair.. Kind to everyone.. Neat and round hair line is very soft and charming."); - } - break; - case 15: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Grimtooth' cut?"); - mes("The style with edge."); - } else { - mes("Oh my!!? 'Counter Attack' cut?"); - mes("It is the style that looks cold and arrogant. Hard to talk to.."); - mes("But might be nice to boyfriend..?"); - } - break; - case 16: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Blitz Beat' cut?"); - mes("It is the style my senior invented after he broke up with his girlfriends 5 times."); - } else { - mes("Oh my!!? 'Anke Snare' cut?"); - mes("It is killing style.. No one can take eyes off!"); - } - break; - case 17: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Find Ore' cut?"); - mes("This style seems to bring encounter or find unexpected things while walking on the street."); - } else { - mes("Oh my!!? 'Hammer Fall' cut?"); - mes("Stunning hair with attraction."); - } - break; - case 18: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Fire Pillar' cut?"); - mes("Everyone used to have this hair style.. Which means that was a trend of an era."); - } else { - mes("Oh my!!? 'Jupitel Thunder'"); - mes("Fresh style by giving light waves on both side hairs."); - } - break; - case 19: - if (Sex == SEX_MALE) { - mes("Oh my!!? 'Guillotine Fist'"); - mes("It is like one-shot style.. Like a real man. Right?"); - } else { - mes("Oh my!!? 'Whirlwind' cut?"); - mes("It is cool style which flows with wind. Lah, lah, lah, lah ~"); - } - break; + mes("Oh my!!? Honey~ You can use a coupon for the hair style in here~"); + close(); + } + callsub(L_cutin, .@style); + mes("[Otter Samssoon]"); + switch(.@style) { + case 1: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Play Dead' cut?"); + mes("This looks neat and relaxed.. So popular style."); + } else { + mes("Oh my!!? 'First Aid' cut?"); + mes("This is and adorable style."); + mes("I guess it looks good on you too!!"); } - close2(); - cutin("", 255); - end; + break; + case 2: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Two Handed Sword Mastery' cut?"); + mes("You... You know the famous D..? He has exactly the same style!"); + } else { + mes("Oh my!!? 'Bash' cut?"); + mes("This style gives strong curls on both side hair."); + } + break; + case 3: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Napalm Beat' cut?"); + mes("It has well arranges hair line that makes feel charisma."); + } else { + mes("Oh my!!? 'Frost Diver' cut?"); + mes("It is mysterious style that gives cold and warm feeling at the same time."); + } + break; + case 4: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Double Strafe' cut?"); + mes("Natural hair is shaking by wind.. Clean and good feeling."); + } else { + mes("Oh my!!? 'Arrow Shower' cut?"); + mes("Cool and nice shaggy cut makes good style."); + } + break; + case 5: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Angelus' cut?"); + mes("Calm and piety feeling.. Not boring style."); + } else { + mes("Oh my!!? 'Heal' cut?"); + mes("Feminine style give healing feeling."); + } + break; + case 6: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Push Cart' cut?"); + mes("Big Kar is motivated for this style with a romance of a man."); + } else { + mes("Oh my!!? 'Vending' cut?"); + mes("Royal ladies like this style. Make good money style."); + } + break; + case 7: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Envenom' cut?"); + mes("Tough style makes addicted."); + } else { + mes("Oh my!!? 'Double Attack' cut?"); + mes("Whoever will dash twice for this style."); + mes("Ponytail is important."); + } + break; + case 8: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Bowling Bash' cut?"); + mes("This style makes a nice guy to challenge."); + mes("Just a giving a glance can steal the heart."); + } else { + mes("Oh my!!? 'Gloria' cut?"); + mes("This style is ultimately gorgeous and graceful."); + } + break; + case 9: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Venom Dust' cut?"); + mes("This style has special ending line that looks fatal."); + } else { + mes("Oh my!!? 'SP Recovery' cut?"); + mes("This style has neat cutting that inspires."); + } + break; + case 10: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Turn Undead' cut?"); + mes("This style is like a cold city man who is strong enough to kill a monster."); + } else { + mes("Oh my!!? 'Prepare Potion' cut?"); + mes("This style has a liquid medicine motive so it makes feel cure."); + } + break; + case 11: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Dragonology' cut?"); + mes("This style is intelligent style of mysterious dragon."); + } else { + mes("Oh my!!? 'Grand Cross' cut?"); + mes("Well trimmed hair cut line gives trust."); + } + break; + case 12: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Mace Mastery' cut?"); + mes("Look fresh and look neat with wax treatment."); + } else { + mes("Oh my!!? 'Intimidate' cut?"); + mes("This style is very familiar."); + } + break; + case 13: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Thunder Storm' cut?"); + mes("This style has natural attractive perm which is like hitting by thunder storm."); + } else { + mes("Oh my!!? 'Spiritual Sphere"); + mes("Calm and a little bit looks like a boy cut draw attention."); + } + break; + case 14: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Encore' cut?"); + mes("Rocker's favorite style.. Even the name itself.."); + } else { + mes("Oh my!!? 'Gypsy's Kiss' cut?"); + mes("The hair.. Kind to everyone.. Neat and round hair line is very soft and charming."); + } + break; + case 15: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Grimtooth' cut?"); + mes("The style with edge."); + } else { + mes("Oh my!!? 'Counter Attack' cut?"); + mes("It is the style that looks cold and arrogant. Hard to talk to.."); + mes("But might be nice to boyfriend..?"); + } + break; + case 16: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Blitz Beat' cut?"); + mes("It is the style my senior invented after he broke up with his girlfriends 5 times."); + } else { + mes("Oh my!!? 'Anke Snare' cut?"); + mes("It is killing style.. No one can take eyes off!"); + } + break; + case 17: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Find Ore' cut?"); + mes("This style seems to bring encounter or find unexpected things while walking on the street."); + } else { + mes("Oh my!!? 'Hammer Fall' cut?"); + mes("Stunning hair with attraction."); + } + break; + case 18: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Fire Pillar' cut?"); + mes("Everyone used to have this hair style.. Which means that was a trend of an era."); + } else { + mes("Oh my!!? 'Jupitel Thunder'"); + mes("Fresh style by giving light waves on both side hairs."); + } + break; + case 19: + if (Sex == SEX_MALE) { + mes("Oh my!!? 'Guillotine Fist'"); + mes("It is like one-shot style.. Like a real man. Right?"); + } else { + mes("Oh my!!? 'Whirlwind' cut?"); + mes("It is cool style which flows with wind. Lah, lah, lah, lah ~"); + } + break; } + close2(); + cutin("", 255); + end; close(); case 2: if (!countitem(Cryptura_Hair_Coupon)) { @@ -6152,15 +6152,17 @@ iz_ac01,69,36,3 script Otter Samssoon#ac 4W_SAILOR,{ mes("Pick the style from page 1 to 19."); next(); input(.@style); - if (.@style > 19) { + if (.@style <= 0) { mes("[Otter Samssoon]"); - mes("Come on.. Honey~ You can use a coupon for the hair style in here~"); + mes("Oh my!!? You do not want to?"); close(); - } else if (!.@style) { + } + if (.@style > 19) { mes("[Otter Samssoon]"); - mes("Oh my!!? You do not want to?"); + mes("Come on.. Honey~ You can use a coupon for the hair style in here~"); close(); - } else if (getlook(1) == .@style) { + } + if (getlook(1) == .@style) { mes("[Otter Samssoon]"); mes("Come on.. Honey~ That is the same style you have."); mes("Do you want to try something new?"); @@ -13114,18 +13116,19 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ mes("How many would you like? Enter '0' if you want to end."); next(); while(true) { - input(.@amount, 0, 501); - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes("[Tadde]"); mes("Trade ended."); close(); - } else if (.@amount > 500) { + } + if (.@amount > 500) { mes("[Tadde]"); mes("Please reduce your quantity to 500 or less."); next(); - } else { - break; + continue; } + break; } .@sell = .@amount * 200; .@item_weight = .@amount * 200; @@ -13150,18 +13153,19 @@ izlude,145,122,7 script Tadde#iz 4_M_04,{ mes("How many would you like? Enter '0' if you want to end."); next(); while(true) { - input(.@amount, 0, 501); - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes("[Tadde]"); mes("Trade ended."); close(); - } else if (.@amount > 500) { + } + if (.@amount > 500) { mes("[Tadde]"); mes("Please reduce your quantity to 500 or less."); next(); - } else { - break; + continue; } + break; } .@sell = .@amount * 1000; .@item_weight = .@amount * 200; diff --git a/npc/re/merchants/3rd_trader.txt b/npc/re/merchants/3rd_trader.txt index dcf66a19f..ecfe34fba 100644 --- a/npc/re/merchants/3rd_trader.txt +++ b/npc/re/merchants/3rd_trader.txt @@ -72,8 +72,8 @@ mes "You can only buy a maximum of '"+.@max+"' ea."; mes "Enter '0' if you want to cancel."; next; - input .@amount; - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes "[Poison Herb Merchant]"; mes "You've cancelled the trade."; close; @@ -133,8 +133,8 @@ lhz_in02,16,205,4 duplicate(phs) Poison Herb Merchant#lhz 4_F_YUNYANG mes "and remember, you can only"; mes "buy a maximum of '2000' ea."; next; - input .@amount; - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes "[Rune Merchant]"; mes "You're not buying? Please leave!"; close; @@ -199,8 +199,8 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "You can only buy a maximum of '2000' ea."; mes "Enter '0' if you want to cancel."; next; - input .@amount; - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes "[Rare Poison Herb Collector]"; mes "You've cancelled the trade."; close; @@ -254,9 +254,9 @@ job3_guil01,91,93,3 script Rare Herb Collector 1_M_03,{ mes "How many do you want?"; mes "If you want to cancel, enter 0."; next; - input .@amount; + input(.@amount); mes "[Point Merchant]"; - if (.@amount == 0) { + if (.@amount <= 0) { mes "You've cancelled the trade."; close; } diff --git a/npc/re/merchants/alchemist.txt b/npc/re/merchants/alchemist.txt index 73344a75c..fc38ef23a 100644 --- a/npc/re/merchants/alchemist.txt +++ b/npc/re/merchants/alchemist.txt @@ -98,13 +98,13 @@ alde_alche,31,186,3 script Craft Book Merchant#alde 4_M_ALCHE_D,{ mes "100,000 zeny."; mes "How many would you like to purchase?"; next; - input .@amount; - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes "[Craft Book Merchant]"; mes "Would you like to see some different books?"; close; } - if (.@amount < 1 || .@amount > 99 ){ + if (.@amount > 99 ){ mes "[Craft Book Merchant]"; mes "You cannot purchase more than 100 at a time."; close; diff --git a/npc/re/merchants/catalog.txt b/npc/re/merchants/catalog.txt index f508014a1..11f122ace 100644 --- a/npc/re/merchants/catalog.txt +++ b/npc/re/merchants/catalog.txt @@ -72,19 +72,21 @@ moc_para01,22,16,5 script Catalog Magician#catal01 4_M_BIBI,{ mes "Or how many do you need?"; next; while (1) { - input .@input; + input(.@input); mes "[Catalog Magician]"; - if (.@input == 0) { + if (.@input <= 0) { mes "The trade has been stopped!"; mes "I don't know what to do next..."; mes "What should I do?"; emotion e_swt2,1; close; - } else if (.@input < 1 || .@input > 50) { + } + if (.@input > 50) { mes "It should be less than 50 pieces."; next; - } else - break; + continue; + } + break; } .@sell = .@ticket_cost * .@input; mes "The total number of catalog(s) that you're trying to purchase is " + .@input + " pieces."; diff --git a/npc/re/merchants/diamond.txt b/npc/re/merchants/diamond.txt index 665af5e6a..762e2d145 100644 --- a/npc/re/merchants/diamond.txt +++ b/npc/re/merchants/diamond.txt @@ -128,7 +128,7 @@ mes .@npc$; mes "Alright then, please sign here."; next; - input .@charname$; + input(.@charname$); if (.@charname$ == strcharinfo(PC_NAME)) { mes .@npc$; mes "Okay, good."; @@ -202,7 +202,7 @@ mes "The trade cannot be completed without your signature."; close; } - input .@charname$; + input(.@charname$); if (.@charname$ == strcharinfo(PC_NAME)) { mes .@npc$; mes "Your signature has been received."; @@ -218,12 +218,10 @@ Zeny += 499000000; close; } - else { - mes .@npc$; - mes "Is this really your signature?"; - mes "Will sign again to confirm?"; - next; - } + mes .@npc$; + mes "Is this really your signature?"; + mes "Will sign again to confirm?"; + next; } } } diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt index 46979c82b..d114a3b61 100644 --- a/npc/re/merchants/enchan_mora.txt +++ b/npc/re/merchants/enchan_mora.txt @@ -580,16 +580,16 @@ mora,152,97,5 script Guardian of Power#pa082 4_F_DOGTRAVELER,{ next; switch(.@job) { case 0: // Rune Knight - setarray .@items[0],2475,2476,2574,2575; - .@i = select("Cancel", "Ur's Greaves (Shoes)", "Peuz's Greaves (Shoes)", "Ur's Manteau (Garment)", "Peuz's Manteau (Garment)")-2; + setarray .@items[0],2475,2574,2883,15036,2575,2476,2884,15037; + .@i = select("Cancel", "Ur's Greaves (Shoes)", "Ur's Manteau (Garment)", "Ur's Seal (Accessory)", "Ur's Plate (Armor)", "Peuz's Greaves (Shoes)", "Peuz's Manteau (Garment)", "Peuz's Seal (Accessory)", "Peuz's Plate (Armor)" )-2; break; case 1: // Guillotine Cross - setarray .@items[0],2477,2478,2577,2578; - .@i = select("Cancel", "Sapha Shoes (Shoes)", "Nab Shoes (Shoes)", "Sapha Hood (Garment)", "Nab Hood (Garment)")-2; + setarray .@items[0],2477,2577,2886,15038,2478,2578,2887,15039; + .@i = select("Cancel", "Sapha Shoes (Shoes)", "Sapha Hood (Garment)", "Sapha Ring (Accessory)", "Sapha's Cloth (Armor)", "Nab Shoes (Shoes)", "Nab Hood (Garment)", "Nab Ring (Accessory)", "Nab's Cloth (Armor)" )-2; break; case 2: // Ranger - setarray .@items[0],2479,2480,2580,2581; - .@i = select("Cancel", "White Wing Boots (Shoes)", "Black Wing Boots (Shoes)", "White Wing Manteau (Garment)", "Black Wing Manteau (Garment)")-2; + setarray .@items[0],2479,2580,2890,15042,2480,2581,2891,15043; + .@i = select("Cancel", "White Wing Boots (Shoes)", "White Wing Manteau (Garment)", "White Wing Brooch (Accessory)", "White Wing Suit (Armor)", "Black Wing Boots (Shoes)","Black Wing Manteau (Garment)", "Black Wing Brooch (Accessory)", "Black Wing Suit (Armor)" )-2; break; } if (.@i == -1) { diff --git a/npc/re/merchants/hd_refiner.txt b/npc/re/merchants/hd_refiner.txt index 17979642e..2dcc74bae 100644 --- a/npc/re/merchants/hd_refiner.txt +++ b/npc/re/merchants/hd_refiner.txt @@ -39,6 +39,17 @@ //== Blacksmith Mighty Hammer (+7~9) ======================= - script ::MightyHammer FAKE_NPC,{ + mes("[Blacksmith Mighty Hammer]"); + mes("I'm a blacksmith skilled in refining weapons and armors."); + mes("I can refine an item of your choice among the items you are equipped with."); + mes("Which item do you want to refine?"); + + if (getbattleflag("features/replace_refine_npcs") == 1) { + if (openrefineryui()) + close(); + } + next(); + disable_items; mes "[Blacksmith Mighty Hammer]"; mes "Unlike others, I am a blacksmith who refines a very limited number of items."; diff --git a/npc/re/merchants/refine.txt b/npc/re/merchants/refine.txt index 6356acfca..c0ec2131f 100644 --- a/npc/re/merchants/refine.txt +++ b/npc/re/merchants/refine.txt @@ -56,6 +56,17 @@ payon_in01,18,132,3 script Vestri#pay 4_M_DWARF,{ // On official servers, if an item is unsuccessfully refined it will break at a // 20% rate and downgrade at an 80% rate. function script refinenew { + mesf("[%s]", getarg(0)); + mes("I'm a blacksmith skilled in refining weapons and armors."); + mes("I can refine an item of your choice among the items you are equipped with."); + mes("Which item do you want to refine?"); + + if (getbattleflag("features/replace_refine_npcs") == 1) { + if (openrefineryui()) + close(); + } + next(); + disable_items; mes "["+ getarg(0) +"]"; mes "I am the best Armsmith ever!"; @@ -247,7 +258,7 @@ function script refinenew { mes "[" + getarg(0) + "]"; mes "How many times would you like me to refine your item?"; next; - input .@refinecnt; + input(.@refinecnt); .@refinecheck = .@refinecnt + getequiprefinerycnt(.@part); if (.@refinecnt < 1 || .@refinecheck > 20) { mes "[" + getarg(0) + "]"; diff --git a/npc/re/merchants/renters.txt b/npc/re/merchants/renters.txt index ab6b3f9ac..30d9679b0 100644 --- a/npc/re/merchants/renters.txt +++ b/npc/re/merchants/renters.txt @@ -166,60 +166,125 @@ prontera,125,208,5 script Peco Peco Remover 8W_SOLDIER,{ close; } -//== Magic Gear Renter ===================================== +//== Mado Gear Renter :: madogear ===================================== - script ::mgm FAKE_NPC,{ - mes "[Magic Gear Master]"; + mes "[Mado Gear Armorer]"; if (Class == Job_Mechanic || Class == Job_Mechanic_T || Class == Job_Baby_Mechanic) { mes "Welcome, Mechanic."; mes "Would you like to rent a Pushcart or"; - mes "ride a Magic Gear?"; + mes "ride a Mado Gear?"; next; - switch(select("Rent a Pushcart", "Ride a Magic Gear", "Cancel")) { + switch(select("Rent a Pushcart", "Ride a Mado Gear", "Buy Emergency Mado Gear", "Upgrade Cooling Device", "Cancel")) { case 1: if (checkcart()) { - mes "[Magic Gear Master]"; + mes "[Mado Gear Armorer]"; mes "I'm sorry, but you already"; mes "have a Pushcart."; close; } setcart; - mes "[Magic Gear Master]"; + mes "[Mado Gear Armorer]"; mes "There you go!"; close; case 2: if (checkmount() == MOUNT_MADO) { - mes "[Magic Gear Master]"; + mes "[Mado Gear Armorer]"; mes "I'm sorry, but you're already"; - mes "riding a Magic Gear."; + mes "riding a Mado Gear."; close; } else if (!getskilllv(NC_MADOLICENCE)) { - mes "[Magic Gear Master]"; - mes "Please learn the skill to get the Magic Gear License first."; + mes "[Mado Gear Armorer]"; + mes "Please learn the skill to get the Mado Gear License first."; close; } else if(hascashmount()) { - mes "[Magic Gear Master]"; + mes "[Mado Gear Armorer]"; mes "Please remove your cash mount."; close; } setmount(MOUNT_MADO); - mes "[Magic Gear Master]"; + mes "[Mado Gear Armorer]"; mes "Have fun, and please come again!"; close; case 3: + mes "[Mado Gear Armorer]"; + mes "Emergency Mado Gear is really useful for emergency situations and it is sold at 1,000,000 Zeny."; + next; + if (select("Purchase", "Cancel") == 2) { + mes "[Mado Gear Armorer]"; + mes "I see. Please feel free to ask me"; + mes "if you change your mind."; + close; + } + if (countitem(Mado_Box) > 0) { + mes "[Mado Gear Armorer]"; + mes "I'm sorry, but you already have an Emergency Mado Gear."; + close; + } + if (Zeny < 1000000) { + mes "[Mado Gear Armorer]"; + mes "I'm sorry, but you don't have enough Zeny to purchase the Emergency Mado Gear."; + close; + } + Zeny -= 1000000; + getitem Mado_Box, 1; + mes "[Mado Gear Armorer]"; + mes "There you go!"; + close; + case 4: + mes "[Mado Gear Armorer]"; + mes "Which device do you want to upgrade?"; + next; + if (select("Cooling Device", "High Quality Cooler") == 1) { + mes "[Mado Gear Armorer]"; + mes "Upgrading Cooling Device to High Quality Cooler needs 1 Cooling Device and 2,000,000 Zeny."; + next; + .@itemid = Cooling_Device; + .@cost = 2000000; + } else { + mes "[Mado Gear Armorer]"; + mes "Upgrading High Quality Cooler to Special Cooler needs 1 High Quality Cooler and 4,000,000 Zeny."; + next; + .@itemid = High_Quality_Cooler; + .@cost = 4000000; + } + if (select("Upgrade", "Cancel") == 2) { + mes "[Mado Gear Armorer]"; + mes "I see. Please feel free to ask me"; + mes "if you change your mind."; + close; + } + if (!countitem(.@itemid)) { + mes "[Mado Gear Armorer]"; + mes "I'm sorry, but you don't have the " + getitemname(.@itemid) + "."; + close; + } + if (Zeny < .@cost) { + mes "[Mado Gear Armorer]"; + mes "I'm sorry, but you don't have enough Zeny to upgrade the device."; + close; + } + Zeny -= .@cost; + delitem .@itemid, 1; + getitem (.@itemid == Cooling_Device ? High_Quality_Cooler : Special_Cooler), 1; + mes "[Mado Gear Armorer]"; + mes "Here you are! Your very own " + getitemname(.@itemid) + "."; + close; + case 5: close; } } mes "How may I help you?"; - mes "Magic Gears are only available for Mechanics."; + mes "Mado Gears are only available for Mechanics."; close; } -prontera,163,178,3 duplicate(mgm) Magic Gear Master#prt 8W_SOLDIER -geffen,103,55,5 duplicate(mgm) Magic Gear Master#gef 8W_SOLDIER -payon,166,106,5 duplicate(mgm) Magic Gear Master#pay 8W_SOLDIER -aldebaran,133,112,5 duplicate(mgm) Magic Gear Master#alde 8W_SOLDIER -yuno,167,187,3 duplicate(mgm) Magic Gear Master#yuno 8W_SOLDIER -rachel,106,134,5 duplicate(mgm) Magic Gear Master#ra 8W_SOLDIER -dicastes01,187,207,3 duplicate(mgm) Magic Gear Master#dic 8W_SOLDIER -manuk,273,212,5 duplicate(mgm) Magic Gear Master#man 8W_SOLDIER -splendide,180,174,5 duplicate(mgm) Magic Gear Master#spl 8W_SOLDIER -mid_camp,242,243,3 duplicate(mgm) Magic Gear Master#mid 8W_SOLDIER + +prontera,163,178,3 duplicate(mgm) Mado Gear Armorer#prt 8W_SOLDIER +geffen,103,55,5 duplicate(mgm) Mado Gear Armorer#gef 8W_SOLDIER +payon,166,106,5 duplicate(mgm) Mado Gear Armorer#pay 8W_SOLDIER +aldebaran,133,112,5 duplicate(mgm) Mado Gear Armorer#alde 8W_SOLDIER +yuno,167,187,3 duplicate(mgm) Mado Gear Armorer#yuno 8W_SOLDIER +rachel,106,134,5 duplicate(mgm) Mado Gear Armorer#ra 8W_SOLDIER +dicastes01,187,207,3 duplicate(mgm) Mado Gear Armorer#dic 8W_SOLDIER +manuk,273,212,5 duplicate(mgm) Mado Gear Armorer#man 8W_SOLDIER +splendide,180,174,5 duplicate(mgm) Mado Gear Armorer#spl 8W_SOLDIER +mid_camp,242,243,3 duplicate(mgm) Mado Gear Armorer#mid 8W_SOLDIER diff --git a/npc/re/merchants/shadow_refiner.txt b/npc/re/merchants/shadow_refiner.txt index f03d348b2..db9668b6d 100644 --- a/npc/re/merchants/shadow_refiner.txt +++ b/npc/re/merchants/shadow_refiner.txt @@ -39,11 +39,17 @@ itemmall,31,76,3 script Shadow Blacksmith#nomal 4_F_JOB_BLACKSMITH,{ .@npc_name$ = "[Shadow Blacksmith]"; .@zeny_cost = 20000; // Amount of zeny to be charged for refining. - disable_items; mesf("%s", .@npc_name$); mes("Do you want to refine a Shadow item?"); mes("Please choose the part you want to refine."); - next; + + if (getbattleflag("features/replace_refine_npcs") == 1) { + if (openrefineryui()) + close(); + } + next(); + + disable_items; setarray(.@position$[0],"Armor","Weapon","Shield","Shoes","Earring","Pendant"); for (.@i=EQI_SHADOW_ARMOR; .@i <= EQI_SHADOW_ACC_L; .@i++){ .@menu$ = .@menu$ + (getequipisequiped(.@i) ? getequipname(.@i) : ("^8C8C8C" + .@position$[.@i-EQI_SHADOW_ARMOR] + " [Not Equipped]^000000" + ":")); diff --git a/npc/re/mobs/fields/yuno.txt b/npc/re/mobs/fields/yuno.txt index 4e9a82582..29b26f176 100644 --- a/npc/re/mobs/fields/yuno.txt +++ b/npc/re/mobs/fields/yuno.txt @@ -134,3 +134,17 @@ yuno_fild11,0,0,0,0 monster Yellow Plant 1081,10,180000,90000,1 //== yuno_fild12 - Border Checkpoint ======================= yuno_fild12,0,0,0,0 monster Geographer 1368,60,5000,0,0 yuno_fild12,0,0,0,0 monster Mantis 1139,30,5000,0,0 + +//== Transcendent Quest - Quest #5160 - Library Mistake ======================= +yuno_fild01,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild02,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild03,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild04,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +// yuno_fild05,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild06,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild07,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild08,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild09,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +// yuno_fild10,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild11,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" +yuno_fild12,0,0,0,0 monster Runaway Book 2414,1,5000,0,"Metheus Sylphe#Library::OnKill" diff --git a/npc/re/quests/eden/eden_common.txt b/npc/re/quests/eden/eden_common.txt index 9085cad91..156ff1cc0 100644 --- a/npc/re/quests/eden/eden_common.txt +++ b/npc/re/quests/eden/eden_common.txt @@ -96,7 +96,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ case 1: mes "[Lime Evenor]"; mes "Aright. Excellent! Please write down your name here."; - input .@input$; + input(.@input$); next; mes "[Lime Evenor]"; mes "Are you done?"; @@ -113,7 +113,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ next; mes "[Lime Evenor]"; mes "Would you please write your name again? Please write it ^3131FFClearly^000000."; - input .@input$; + input(.@input$); next; mes "[Lime Evenor]"; mes "Ah~ ha. You are ^3131FF"+strcharinfo(PC_NAME)+"^000000."; @@ -148,7 +148,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ if(select("Yes, I want to register.", "No, I don't.") == 1) { mes "[Lime Evenor]"; mes "Alrigh. Please write down your name on it."; - input .@input$; + input(.@input$); next; mes "[Lime Evenor]"; mes "^3131FF"+strcharinfo(PC_NAME)+"^000000.. Is that your name?"; @@ -157,7 +157,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "[Lime Evenor]"; mes "^3131FF"+strcharinfo(PC_NAME)+"^000000, tell me what you want to register. for"; mes "Which map should we go to?"; - input .@input$; + input(.@input$); next; mes "[Lime Evenor]"; mes "^3131FFMission Map: "+.@inputstr$+"^000000"; @@ -166,7 +166,7 @@ moc_para01,27,35,5 script Secretary Lime Evenor 4_F_EDEN_OFFICER,{ mes "[Lime Evenor]"; mes "Please let me know what kind of missions your are lookng for."; mes "It should be briefly like 'Hunt 10 Porings.'"; - input .@input$; + input(.@input$); next; mes "[Lime Evenor]"; mes "Are you done?"; diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index 874e514a3..3e5ae39fe 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -142,7 +142,7 @@ moc_para01,166,51,3 script Phelix#edco 4_M_03,{ mes "[Phelix]"; mes "How many do you want?"; mes "^ff0000You have enough for up to " + .@available + " Carrots.^000000"; - input .@input; + input(.@input); next; if (.@input < 1 || .@input > 10000) { mes "[Phelix]"; @@ -321,12 +321,13 @@ moc_para01,50,39,4 script Eve Natalia 4_F_SITDOWN,{ mes "So do you want to trade the 1st one in your inventory for ^00CC00"+.@amount+" Random Safe to 7 Certificates^000000?"; mes "Tell me '1' if you do, or '0' to cancel."; next; - input .@input; + input(.@input); if (.@input < 0 || .@input > 1) { mes "[Eve Natalia]"; mes "It is a 0 or 1, it can't be that difficult."; close; - } else if (.@input == 0) { + } + if (.@input == 0) { mes "[Eve Natalia]"; mes "It's best to be sure before trading, have a good day."; close; @@ -417,12 +418,13 @@ L_Exchange: mes "I can give you up to 60."; mes "Type 0 to cancel."; next; - input .@amount; - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes "[Trader Machine]"; mes "Cancelled."; close; - } else if (.@amount < 0 || .@amount > 60) { + } + if (.@amount > 60) { mes "[Trader Machine]"; mes "I said only 60 max."; close; @@ -835,8 +837,8 @@ OnInit: initnpctimer; end; OnTimer5000: - specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Suhnmi#eden")); - specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Mighty Hammer#ed")); + specialeffect(EF_REFINEOK, AREA, getnpcid("Suhnmi#eden")); + specialeffect(EF_REFINEOK, AREA, getnpcid("Mighty Hammer#ed")); initnpctimer; end; } diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index a0f4fa922..6186fa018 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -4302,7 +4302,7 @@ sec_in02,25,33,4 script Assistant#para_suvquest 4_M_BABYCAT,{ .@var = select("para_suv01", "para_suv02"); mes "Enter the modified value"; next; - input .@input,0,9999; + input(.@input, 0, 9999); mes "Value of para_suv0"+.@var+" has been changed to "+.@input+"."; setd "para_suv0"+.@var,.@input; close; diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt index 902db7945..d544aeb0b 100644 --- a/npc/re/quests/eden/eden_tutorial.txt +++ b/npc/re/quests/eden/eden_tutorial.txt @@ -228,7 +228,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ close; } } else if (questprogress(9167) == 1) { - if (!getmercinfo(1)) { + if (!getmercinfo(MERCINFO_CLASS)) { mes "[Tutorial Instructor]"; mes "You haven't gotten a mercenary yet."; next; @@ -319,7 +319,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{ mes "if you really checked it?"; mes "Write down what material I asked you to get."; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "10 Jellopy") { mes "[Tutorial Instructor]"; mes "Good, you know."; diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index ad7aed094..91233dbb2 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -828,7 +828,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "[Mage Paje]"; mes "Abracadabra~"; - specialeffect(EF_POISONHIT, AREA, getnpcid(0, "Poring#bra")); + specialeffect(EF_POISONHIT, AREA, getnpcid("Poring#bra")); setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING; setnpcdisplay "Poring#bra",.@display[rand(3)]; if (brazil_gua != 5) close; @@ -950,7 +950,7 @@ OnTouch_: mes "Smelling! This smell is from a human!"; mes "Somewhere, a human!"; mes "I got it. You are!!!"; - specialeffect(EF_HIT1, AREA, getnpcid(0, "Jaguar#bra")); + specialeffect(EF_HIT1, AREA, getnpcid("Jaguar#bra")); emotion e_omg,1; next; mes "[Jaguar]"; @@ -1875,7 +1875,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ next; mes "- munch -"; mes "- mumble mumble mumble -"; - specialeffect(EF_POTION7, AREA, getnpcid(0, "Recluse#bra")); + specialeffect(EF_POTION7, AREA, getnpcid("Recluse#bra")); next; mes "[Jasi]"; mes "Uh, this taste... is!"; @@ -2231,449 +2231,400 @@ brasilis,180,249,5 script Daniel#bra 4_M_KID1,{ } bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- A key is inserted in the locked door.-"; + mes "- A key is inserted in the locked door.-"; + if (brazil_ghost == 0) { + close; + } + next; + switch(select("Turn the key.", "Ignore it.")) { + case 1: + mes "You start saying the first line of the magic words."; + input(.@input$); next; - switch(select("Turn the key.", "Ignore it.")) { + mes "["+strcharinfo(PC_NAME)+"]"; + mes .@input$; + next; + .@braspell$ = "Mother the door won't open!"; + .@chkspell = compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + if (brazil_ghost != 2) { + mes "Mother the door won't open!"; + close; + } + mes "[Sobbing Voice]"; + mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; + next; + switch(select("Open the door", "Knock on the door.", "Turn the key.", "Take the key out.")) { case 1: - mes "You start saying the first line of the magic words."; - input .@input$; + mes "The door is locked."; + mes "So nothing happens."; + close; + case 2: + mes "How many times should I try to knock?"; + input(.@input, 0, 999); next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes .@input$; + mes "You knocked on the door "+.@input+" times."; next; - .@braspell$ = "Mother the door won't open!"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; + mes "But, nothing happens."; + close; + case 3: + mes "How many times should I turn the key?"; + input(.@input, 0, 999); + next; + mes "You turned over the key "+.@input+" times."; + next; + if (.@input != 7) { + mes "But nothing doesn't happened."; close; } - else { - if (brazil_ghost == 2) { - mes "[Sobbing Voice]"; - mes "'^FF0000Turn the key as many times as there are colors in the rainbow.^000000'"; - next; - switch(select("Open the door", "Knock on the door.", "Turn the key.", "Take the key out.")) { - case 1: - mes "The door is locked."; - mes "So nothing happens."; - close; - case 2: - mes "How many times should I try to knock?"; - input .@input,0,999; - next; - mes "You knocked on the door "+.@input+" times."; - next; - mes "But, nothing happens."; - close; - case 3: - mes "How many times should I turn the key?"; - input .@input,0,999; - next; - if (.@input == 7) { - mes "You turn the key 7 times."; - next; - mes "Click! Click! Click!"; - mes "Click! Click! Click!"; - mes "Click...!"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - mes "You hear water flushing."; - next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); - mes "Faint laughing can be heard off in the direction of the toilet."; - brazil_ghost = 3; - changequest 2208,60351; - close; - } - else { - mes "You turned over the key "+.@input+" times."; - next; - mes "But nothing doesn't happened."; - close; - } - case 4: - mes "How many times should I insert the key into the door?"; - input .@input,0,999; - next; - mes "You inserted the key "+.@input+" times."; - next; - mes "But nothing happened."; - close; - } - } - else { - mes "Mother the door won't open!"; - close; - } - } - case 2: - mes "You do nothing."; + mes "Click! Click! Click!"; + mes "Click! Click! Click!"; + mes "Click...!"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "You hear water flushing."; + next; + specialeffect(EF_VENOMDUST, AREA, playerattached()); + mes "Faint laughing can be heard off in the direction of the toilet."; + brazil_ghost = 3; + changequest 2208,60351; + close; + case 4: + mes "How many times should I insert the key into the door?"; + input(.@input, 0, 999); + next; + mes "You inserted the key "+.@input+" times."; + next; + mes "But nothing happened."; close; } - } - else { - mes "- A key is inserted in the locked door.-"; + case 2: + mes "You do nothing."; close; } } bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- Looks like an ordinary toilet -"; + mes "- Looks like an ordinary toilet -"; + if (brazil_ghost == 0) { + close; + } + next; + if (brazil_ghost > 6) { + switch(select("Flush the toilet.", "Doing nothing.")) { + case 1: + mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; + specialeffect(EF_WATERFALL_SMALL_T2_90, AREA, playerattached()); + close2; + warp "bra_in01",206,102; + end; + case 2: + mes "The water in the toilet looks gross."; + close; + } + } + switch(select("Use the toilet", "Ignore.")) { + case 1: + mes "- What was the second line to that spell now? -"; + input(.@input$); next; - if (brazil_ghost > 6) { - switch(select("Flush the toilet.", "Doing nothing.")) { - case 1: - mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; - specialeffect(EF_WATERFALL_SMALL_T2_90, AREA, playerattached()); - close2; - warp "bra_in01",206,102; - end; - case 2: - mes "The water in the toilet looks gross."; - close; - } + mes "["+strcharinfo(PC_NAME)+"]"; + mes .@input$; + next; + .@braspell$ = "Mother the water is flooding!"; + .@chkspell = compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; } - switch(select("Use the toilet", "Ignore.")) { + if (brazil_ghost != 3) { + mes "Nothing happens."; + close; + } + mes "[Sobbing Voice]"; + mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; + next; + switch(select("Flush the toilet.", "Close the lid.")) { case 1: - mes "- What was the second line to that spell now? -"; - input .@input$; + mes "How many times should I flush?"; + input(.@input, 0, 999); next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes .@input$; + mes "You flush the toilet "+.@input+" times."; next; - .@braspell$ = "Mother the water is flooding!"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; + if (.@input != 3) { + mes "But nothing happens."; close; } - else { - if (brazil_ghost == 3) { - mes "[Sobbing Voice]"; - mes "^FF0000If the moon disappears 3 times... don't worry.....^000000"; - next; - switch(select("Flush the toilet.", "Close the lid.")) { - case 1: - mes "How many times should I flush?"; - input .@input,0,999; - next; - if (.@input == 3) { - mes "You flush the toilet 3 times."; - next; - mes "qwaaaaaaaaa!"; - mes "kwaaaaaaaaaa!"; - mes "kwaaaaaaaaaaaaaaaaaaa!"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - mes "Suddenly the sink sounds like water is flowing freely from it."; - next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); - mes "Faint laughing can be heard off in the direction of the faucet."; - brazil_ghost = 4; - changequest 60351,60352; - close; - } - else { - mes "You flush the toilet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - } - case 2: - mes "You close the lid of the toilet."; - mes "Nothing seems to be happening."; - close; - } - } - else { - mes "Nothing happens."; - close; - } - } + mes "qwaaaaaaaaa!"; + mes "kwaaaaaaaaaa!"; + mes "kwaaaaaaaaaaaaaaaaaaa!"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "Suddenly the sink sounds like water is flowing freely from it."; + next; + specialeffect(EF_VENOMDUST, AREA, playerattached()); + mes "Faint laughing can be heard off in the direction of the faucet."; + brazil_ghost = 4; + changequest 60351,60352; + close; case 2: - mes "You do nothing."; + mes "You close the lid of the toilet."; + mes "Nothing seems to be happening."; close; } - } - else { - mes "- Looks like an ordinary toilet -"; + case 2: + mes "You do nothing."; close; } } bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- It seems like an ordinary faucet -"; + mes "- It seems like an ordinary faucet -"; + if (brazil_ghost == 0) { + close; + } + next; + switch(select("Examine it.", "Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input(.@input$); + next; + mes "["+strcharinfo(PC_NAME)+"]"; + mes .@input$; + next; + .@braspell$ = "Mother the drought has started!"; + .@chkspell = compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + if (brazil_ghost != 4) { + mes "Nothing happens."; + close; + } + mes "[Sobbing Voice]"; + mes "^FF0000Don't worry... the waterfall will help it....^000000"; next; - switch(select("Examine it.", "Ignore.")) { + switch(select("Tap on the faucet.", "Turn on the water.")) { case 1: - mes "- What was the next line to that spell now? -"; - input .@input$; + mes "How many times will you tap the faucet?"; + input(.@input, 0, 999); next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes .@input$; + mes "You tap the faucet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 2: + mes "How many times should I turn the water on?"; + input(.@input, 0, 999); next; - .@braspell$ = "Mother the drought has started!"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; + if (.@input != 1) { + mes "You turn the faucet on "+.@input+" times."; + next; + mes "But nothing happens."; close; } - else { - if (brazil_ghost == 4) { - mes "[Sobbing Voice]"; - mes "^FF0000Don't worry... the waterfall will help it....^000000"; - next; - switch(select("Tap on the faucet.", "Turn on the water.")) { - case 1: - mes "How many times will you tap the faucet?"; - input .@input,0,999; - next; - mes "You tap the faucet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - case 2: - mes "How many times should I turn the water on?"; - input .@input,0,999; - next; - if (.@input == 1) { - mes "You turn the faucet on once."; - next; - mes "swwwaaaaaaa-"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - mes "You see the carpet move."; - next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); - mes "Faint laughing can be heard off in the direction of the carpet."; - brazil_ghost = 5; - changequest 60352,60353; - close; - } - else { - mes "You turn the faucet on "+.@input+" times."; - next; - mes "But nothing happens."; - close; - } - } - } - else { - mes "Nothing happens."; - close; - } - } - case 2: - mes "You do nothing."; + mes "You turn the faucet on once."; + next; + mes "swwwaaaaaaa-"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + mes "You see the carpet move."; + next; + specialeffect(EF_VENOMDUST, AREA, playerattached()); + mes "Faint laughing can be heard off in the direction of the carpet."; + brazil_ghost = 5; + changequest 60352,60353; close; } - } - else { - mes "- It seems like an ordinary faucet -"; + case 2: + mes "You do nothing."; close; } } bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- A carpet with an intricate pattern on it -"; + mes "- A carpet with an intricate pattern on it -"; + if (brazil_ghost == 0) { + close; + } + next; + switch(select("Examine it.", "Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input(.@input$); next; - switch(select("Examine it.", "Ignore.")) { + mes "["+strcharinfo(PC_NAME)+"]"; + mes .@input$; + next; + .@braspell$ = "Mother where are my friends?"; + .@chkspell = compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + if (brazil_ghost != 5) { + mes "Nothing happens."; + close; + } + mes "[Sobbing Voice]"; + mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; + next; + switch(select("Jump on the carpet.", "Lie on the carpet.", "Shake the carpet.")) { case 1: - mes "- What was the next line to that spell now? -"; - input .@input$; + mes "How many times should I jump?"; + input(.@input, 0, 999); next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes .@input$; + mes "You jump on the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 2: + mes "How many times should I lie on the carpet?"; + input(.@input, 0, 999); + next; + mes "You lie on the carpet "+.@input+" times."; + next; + mes "But nothing happens."; + close; + case 3: + mes "How many times should I shake the carpet?"; + input(.@input, 0, 999); next; - .@braspell$ = "Mother where are my friends?"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; + mes "You shake the carpet "+.@input+" times."; + next; + if (.@input != 7) { + mes "But nothing happens."; close; } - else { - if (brazil_ghost == 5) { - mes "[Sobbing Voice]"; - mes "^FF0000your 7 friends....are...sleeping... now it...'s time ....to wake them........^000000"; - next; - switch(select("Jump on the carpet.", "Lie on the carpet.", "Shake the carpet.")) { - case 1: - mes "How many times should I jump?"; - input .@input,0,999; - next; - mes "You jump on the carpet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - case 2: - mes "How many times should I lie on the carpet?"; - input .@input,0,999; - next; - mes "You lie on the carpet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - case 3: - mes "How many times should I shake the carpet?"; - input .@input,0,999; - next; - if (.@input == 7) { - mes "You shake the carpet 7 times."; - next; - mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -"; - next; - mes "[Distant Sound]"; - mes "^FF0000kkkkhee- hihihihi!!!^000000"; - next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); - mes "Faint laughing can be heard off in the direction of the mirror."; - brazil_ghost = 6; - changequest 60353,60354; - close; - } - else { - mes "You shake the carpet "+.@input+" times."; - next; - mes "But nothing happens."; - close; - } - } - } - else { - mes "Nothing happens."; - close; - } - } - case 2: - mes "You do nothing."; + mes "- fly~ fly~ fly~ fly~ fly~ fly~ fly~ -"; + next; + mes "[Distant Sound]"; + mes "^FF0000kkkkhee- hihihihi!!!^000000"; + next; + specialeffect(EF_VENOMDUST, AREA, playerattached()); + mes "Faint laughing can be heard off in the direction of the mirror."; + brazil_ghost = 6; + changequest 60353,60354; close; } - } - else { - mes "- A carpet with an intricate pattern on it -"; + case 2: + mes "You do nothing."; close; } } bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ - if (brazil_ghost > 0) { - mes "- You can see a clean mirror without any marks or dust -"; + mes "- You can see a clean mirror without any marks or dust -"; + if (brazil_ghost == 0) { + close; + } + next; + switch(select("Examine it.", "Ignore.")) { + case 1: + mes "- What was the next line to that spell now? -"; + input(.@input$); + next; + mes "["+strcharinfo(PC_NAME)+"]"; + mes .@input$; + next; + .@braspell$ = "Where are you mom?"; + .@chkspell = compare(.@braspell$,.@input$); + if (!.@chkspell) { + mes "Seems like you said something wrong."; + close; + } + if (brazil_ghost != 6) { + mes "Nothing happens."; + close; + } + mes "[Distant Sound]"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + next; + mes "[Distant Sound]"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + mes "^FF0000kihe! hit! hit! hit! hit!^000000"; + next; + mes "[Distant Sound]"; + mes "Behind you..."; + enablenpc "Ghost#bra"; + next; + emotion e_omg,1; + mes "["+strcharinfo(PC_NAME)+"]"; + mes "The stories about the ghost are true~!"; + next; + mes "[Ghost]"; + mes "^FF0000my baby....^000000"; + next; + mes "[Ghost]"; + mes "^FF0000I can't see.... my eye....^000000"; + mes "^FF0000What's going on....?^000000"; next; - switch(select("Examine it.", "Ignore.")) { + mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -"; + next; + mes "[Ghost]"; + mes "^FF0000My eyes are so tight... can you take this off?^000000"; + next; + mes "You step carefully towards the ghost."; + next; + mes "His face was covered with dust making strange contortions with it's face."; + next; + mes "[Ghost]"; + mes "^FF0000Come on help mom.....^000000"; + next; + switch(select("Take the eye bandage off.", "Run away~.")) { case 1: - mes "- What was the next line to that spell now? -"; - input .@input$; - next; - mes "["+strcharinfo(PC_NAME)+"]"; - mes .@input$; - next; - .@braspell$ = "Where are you mom?"; - .@chkspell = compare(.@braspell$,.@input$); - if (!.@chkspell) { - mes "Seems like you said something wrong."; - close; + while(1) { + .@cpudice = rand(1,6); + .@pcdice = rand(1,6); + if (.@cpudice != .@pcdice) { + emotion (57+.@cpudice),0,"Ghost#bra"; + emotion (57+.@cpudice),1; + break; + } + } + if (.@cpudice > .@pcdice) { + specialeffect(EF_DEVIL, AREA, playerattached()); + mes "[Ghost]"; + mes "^FF0000Go away!^000000"; + brazil_ghost = 1; + changequest 60354,2208; + percentheal -50,-50; + close2; + disablenpc "Ghost#bra"; + warp "bra_in01",12,183; + end; } else { - if (brazil_ghost == 6) { - mes "[Distant Sound]"; - mes "^FF0000kihe! hit! hit! hit! hit!^000000"; - next; - mes "[Distant Sound]"; - mes "^FF0000kihe! hit! hit! hit! hit!^000000"; - mes "^FF0000kihe! hit! hit! hit! hit!^000000"; - next; - mes "[Distant Sound]"; - mes "Behind you..."; - enablenpc "Ghost#bra"; - next; - emotion e_omg,1; - mes "["+strcharinfo(PC_NAME)+"]"; - mes "The stories about the ghost are true~!"; - next; - mes "[Ghost]"; - mes "^FF0000my baby....^000000"; - next; - mes "[Ghost]"; - mes "^FF0000I can't see.... my eye....^000000"; - mes "^FF0000What's going on....?^000000"; - next; - mes "- You take a deep breath and then look at the Ghost and notice it has an eye patch -"; - next; - mes "[Ghost]"; - mes "^FF0000My eyes are so tight... can you take this off?^000000"; - next; - mes "You step carefully towards the ghost."; - next; - mes "His face was covered with dust making strange contortions with it's face."; - next; - mes "[Ghost]"; - mes "^FF0000Come on help mom.....^000000"; - next; - switch(select("Take the eye bandage off.", "Run away~.")) { - case 1: - while(1) { - .@cpudice = rand(1,6); - .@pcdice = rand(1,6); - if (.@cpudice != .@pcdice) { - emotion (57+.@cpudice),0,"Ghost#bra"; - emotion (57+.@cpudice),1; - break; - } - } - if (.@cpudice > .@pcdice) { - specialeffect(EF_DEVIL, AREA, playerattached()); - mes "[Ghost]"; - mes "^FF0000Go away!^000000"; - brazil_ghost = 1; - changequest 60354,2208; - percentheal -50,-50; - close2; - disablenpc "Ghost#bra"; - warp "bra_in01",12,183; - end; - } - else { - emotion e_bzz,1; - mes "[Ghost]"; - mes "^FF0000Ahh!^000000"; - mes "The Ghost disappeared into the toilet."; - brazil_ghost = 7; - changequest 60354,60355; - close2; - disablenpc "Ghost#bra"; - warp "bra_in01",206,100; - end; - } - case 2: - mes "You run away from the ghost."; - close2; - brazil_ghost = 1; - changequest 60354,2208; - warp "bra_in01",12,183; - disablenpc "Ghost#bra"; - end; - } - close; - } - else { - mes "Nothing happens."; - close; - } + emotion e_bzz,1; + mes "[Ghost]"; + mes "^FF0000Ahh!^000000"; + mes "The Ghost disappeared into the toilet."; + brazil_ghost = 7; + changequest 60354,60355; + close2; + disablenpc "Ghost#bra"; + warp "bra_in01",206,100; + end; } case 2: - mes "You do nothing."; - close; + mes "You run away from the ghost."; + close2; + brazil_ghost = 1; + changequest 60354,2208; + warp "bra_in01",12,183; + disablenpc "Ghost#bra"; + end; } - } - else { - mes "- You can see a clean mirror without any marks or dust -"; + close; + case 2: + mes "You do nothing."; close; } } diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt index 1b57e4397..638938d53 100644 --- a/npc/re/quests/quests_dewata.txt +++ b/npc/re/quests/quests_dewata.txt @@ -1706,7 +1706,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ next; mes "- He seems to be asking for the Island name. -"; next; - input .@island_name$; + input(.@island_name$); next; mes "["+strcharinfo(PC_NAME)+"]"; mes "It's called "+ .@island_name$ +". What's wrong?"; diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index 817b4780d..2b10bc735 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -131,7 +131,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "I'll give you a deal and sell it by 500 Zeny each. But, try not to carry it with you into Scaraba Hall."; mes "How many do you want? You can buy up to 100."; next; - input .@input; + input(.@input); .@deal = 500 * .@input; if (.@deal == 0) { mes "[Curious Sapha]"; @@ -164,7 +164,7 @@ dic_dun01,266,113,5 script Curious Sapha#ep13_3_ 4_MAN_BENKUNI,{ mes "[Curious Sapha]"; mes "Do you have any useful information?"; mes "Please let me know!"; - input .@str$; + input(.@str$); next; mes "[Curious Sapha]"; mes "It says ^0000FF"+.@str$+"^000000."; @@ -4588,7 +4588,7 @@ dic_fild01,231,174,5 script BK#ep133_18 4_M_MERCAT2,{ mes "- BK of the Cat Merchant group is being difficult."; mes "What did Shay tell you to do?-"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "Shay's special drink will be delivered" || .@inputstr$ == "Shay's special drink will be delivered.") { mes "[" + strcharinfo(PC_NAME) + "]"; mes "Hmm. If you don't cooperate,"; @@ -7517,7 +7517,7 @@ moc_para01,44,19,3 script Cat Hand Agent#gekk 4_M_MERCAT2,{ mes "If you really mean it, then sign here."; mes "I'm collecting signs to get on Gyareuk's good side... never mind. I will let them know you are my sponsor!"; next; - input .@inputstr$; + input(.@inputstr$); mes "[Agent Geck]"; mes "" + strcharinfo(PC_NAME) + "? Human names are strange to me."; next; diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt index ac6717529..10515dee3 100644 --- a/npc/re/quests/quests_eclage.txt +++ b/npc/re/quests/quests_eclage.txt @@ -140,13 +140,13 @@ ecl_fild01,94,322,5 script Security Guard#ep14_2 4_M_FAIRYSOLDIER,{ mes "Please fill out your name, occupation, and level here."; next; mes "Write your name."; - input .@inputstr$; + input(.@inputstr$); next; mes "Write your occupation."; - input .@inputstr$; + input(.@inputstr$); next; mes "Write your level."; - input .@inputstr$; + input(.@inputstr$); next; mes "[Security Guard]"; mes "If you completed your forms, please submit them to the administrator over there."; @@ -624,7 +624,7 @@ eclage,102,32,4 script Fairy Carpenter#ep14_2 4_M_FAIRYKID2,{ next; mes "[Fairy Carpenter]"; mes "Please write the number of pieces necessary for each length. If no pieces for that length are necessary, please write 0."; - input .@inputstr$; + input(.@inputstr$); next; if (.@inputstr$ != "002") { mes "[Fairy Carpenter]"; @@ -1467,7 +1467,7 @@ eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{ emotion e_what; cutin "war_y3",2; next; - input .@inputnum; + input(.@inputnum); if (.@inputnum != 128) { mes "[Yube]"; mes "Hmm~ I don't think so."; @@ -1591,7 +1591,7 @@ eclage,191,200,4 script Yube#ep14_2 4_M_FAIRYKID5,{ mes "I can make as many as 128. How many do you need?"; cutin "war_y4",2; next; - input .@input; + input(.@input); if (.@input < 1 || .@input > 128) { mes "[Yube]"; mes "You aren't going to make them?"; @@ -10100,19 +10100,17 @@ ecl_in04,109,215,3 script Hiel#pa0829 4_M_FAIRYSCHOLAR,{ mes "[Hiel]"; mes "Oh~ Someone referred you to me? Who was it? You better make sense, or I'll be sure to kick you out."; next; - input .@inputstr$; - if (.@inputstr$ == "Clever"){ - mes "[" + strcharinfo(PC_NAME) + "]"; - mes .@inputstr$ + " referred me(" + strcharinfo(PC_NAME) + ") to you."; - next; - } - else { + input(.@inputstr$); + if (.@inputstr$ != "Clever") { mes "[Hiel]"; mes "I don't know that person! Aren't you suspicious!"; close2; warp "eclage",152,91; end; } + mes "[" + strcharinfo(PC_NAME) + "]"; + mes .@inputstr$ + " referred me(" + strcharinfo(PC_NAME) + ") to you."; + next; mes "[Hiel]"; mes "Oh really? Give me a minute. I'm going to wrap up what I am doing and come back."; ep14_2_etran = 11; @@ -10923,13 +10921,8 @@ ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{ mes "[Prison Guard]"; mes "I see, I don't think I ever saw you on our visitor's list. Who are you visiting?"; next; - input .@inputstr$; - if (.@inputstr$ == "Clever") { - mes "[Prison Guard]"; - mes "^000099" + .@inputstr$ + "^000000? ... That means..."; - next; - } - else { + input(.@inputstr$); + if (.@inputstr$ != "Clever") { mes "[Prison Guard]"; mes "Hmm? You want to visit ^000099" + .@inputstr$ + "^000000? I don't see that visitation on the list. Are you sure you made a formal request?"; next; @@ -10939,6 +10932,9 @@ ecl_in02,133,115,7 script Prison Guard#pa0829 4_M_FAIRYSOLDIER2,{ } close; } + mes "[Prison Guard]"; + mes "^000099" + .@inputstr$ + "^000000? ... That means..."; + next; mes "[Clever]"; mes "Huh? I've got a visitor? Yahoo! It's a visit! Yay~"; next; @@ -11753,12 +11749,12 @@ ecl_in04,108,215,4 script Supreme Elec rope#pa0829 HIDDEN_NPC,{ } sec_in02,85,187,4 script #pa0829Reactor11 4_M_FAIRYKID,3,3,{ - input .@input; + input(.@input); if (.@input == 1854) { mes "[????]"; mes "Baby, you don't know why I'm upset, do you?"; mes "Present" + ep14_2_etran + "Dog"; - input .@input; + input(.@input, 0); ep14_2_etran = .@input; if (ep14_2_mylord < 7) { ep14_2_mylord = 7; @@ -13748,7 +13744,7 @@ sec_in02,16,11,5 script New Oz Image#1 4_M_MINSTREL1,1,1,{ //== Memory of Professor Worm ============================== sec_in02,10,17,4 script Professor Aide#worm 4_BULL,{ - input .@input; + input(.@input); if (.@input != 1917) { mes "EEK!"; close; @@ -19129,7 +19125,7 @@ que_avan01,18,38,0 script Desk#tl01 CLEAR_NPC,{ mes "In the middle, there is a small numerical panel. A 5-digit number can be inputted."; next; if (select("Input a number.", "Look at other parts of the desk.")==1) { - input .@input; + input(.@input); if (.@input == 31425) { mes "As soon as the number is inputted, a click is heard."; mes "The hinged device can be opened."; diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index 786aeccb1..f66d6ab76 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -185,12 +185,13 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "Isn't it lovely?"; mes "How many will you invest in? Enter 0 to cancel."; next; - input .@input; - if (.@input == 0) { + input(.@input); + if (.@input <= 0) { mes "[Investment Cat Helper]"; mes "Please invest next time~"; close; - } else if (.@input > 10) { + } + if (.@input > 10) { mes "[Investment Cat Helper]"; mes "You can get a maximum of 10 accounts~"; close; @@ -299,29 +300,29 @@ mal_in02,134,31,5 script Investment Cat Helper 4_WHITETIGER,{ mes "[Investment Cat Helper]"; mes "The can donation can range from a minimum of 20 to a maximum of 10,000."; next; - input .@input; + input(.@input); if (.@input < 20 || .@input > 10000) { mes "[Investment Cat Helper]"; mes "The can donation can range from a minimum of 20 to a maximum of 10,000."; close; - } else if (countitem(Malang_Sp_Can) < .@input) { // Malang_Sp_Can + } + if (countitem(Malang_Sp_Can) < .@input) { // Malang_Sp_Can mes "[Investment Cat Helper]"; mes "Hmm? You don't have enough cans."; close; - } else { - delitem Malang_Sp_Can,.@input; - mes "[Investment Cat Helper]"; - mes "Ohh! Thank you~"; - next; - mes "[Investment Cat Helper]"; - mes "Dear "+strcharinfo(PC_NAME)+" ~"; - mes "I have only Increase AGI"; - mes "and Blessing to give you."; - mes "Thank you."; - npcskill "AL_INCAGI",10,0,0; - npcskill "AL_BLESSING",10,0,0; - close; } + delitem Malang_Sp_Can,.@input; + mes "[Investment Cat Helper]"; + mes "Ohh! Thank you~"; + next; + mes "[Investment Cat Helper]"; + mes "Dear "+strcharinfo(PC_NAME)+" ~"; + mes "I have only Increase AGI"; + mes "and Blessing to give you."; + mes "Thank you."; + npcskill "AL_INCAGI",10,0,0; + npcskill "AL_BLESSING",10,0,0; + close; } } @@ -5556,7 +5557,7 @@ L_Viewpoint: break; } next; - input .@input; + input(.@input); if (.@input == .@nori_c) { mes "The card slides out with a sound after entering the number."; mes "^4d4dffYou have passed the "+strnpcinfo(NPC_NAME_VISIBLE)+"! Run to the next destination!^000000"; @@ -7755,7 +7756,7 @@ malangdo,161,197,4 script Eryu#gamer 4_CAT,{ next; mes "What do you want to say?"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "Come back") { erasequest 5083; setquest 5084; @@ -7984,7 +7985,7 @@ malangdo,230,197,4 script Stew#gamer 4_CAT_3COLOR,{ next; mes "What do you want to say?"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "Come back") { erasequest 5085; setquest 5086; @@ -8166,7 +8167,7 @@ malangdo,244,144,4 script Ketchup#gamer 4_CAT_SAILOR3,{ next; mes "What do you want to say?"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "Come back") { erasequest 5087; setquest 5088; @@ -8433,7 +8434,7 @@ malangdo,181,119,7 script Eff#gamer 4_CAT_ADV2,{ next; mes "What do you want to say?"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ == "Come back") { erasequest 5089; setquest 5090; diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 542b7c2cd..403818823 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -2088,13 +2088,14 @@ malaya,119,217,3 script Blacksmith Pandoi 4_M_DEWBOY,{ mes "How many Silver Crosses do you need?"; mes "I can make up to 50 at a time."; next; - input .@amount; - if (.@amount == 0) { + input(.@amount); + if (.@amount <= 0) { mes "[Pandoi]"; mes "Don't need Silver Crosses?"; mes "Well, I can take a rest then. Ha ha ha ha~"; close; - } else if (.@amount > 50) { + } + if (.@amount > 50) { mes "[Pandoi]"; mes "A maximum of 50 at a time!"; close; @@ -7330,14 +7331,14 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ close; } mes "The voice seems to be coming from the bushes near the entrance of the hospital."; - specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); + specialeffect(EF_STEAL, AREA, getnpcid("Bushes#ma")); malaya_bang = 13; changequest 11293,11294; close; } else if (malaya_bang == 13) { mes "The voice seems to be coming from the bushes near the entrance of the hospital."; mes "Let's check around."; - specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); + specialeffect(EF_STEAL, AREA, getnpcid("Bushes#ma")); close; } else if (malaya_bang == 14) { mes "[Nurse Las]"; @@ -8317,7 +8318,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "295 - 343 -> Day 7"; mes "Global 1 = 1 hr."; next; - input .@input; + input(.@input); if (.@input < 0 || .@input > 344) close; $malaya_pintados_00 = .@input; @@ -8326,7 +8327,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Adjust the accumulated value for the Lesser Agimat."; mes "Values can be adjusted between 0 to 1000."; next; - input .@input; + input(.@input); if (.@input < 0 || .@input > 1000) close; $malaya_pintados_01 = .@input; @@ -8335,7 +8336,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Adjust the accumulated value of the Silver Cross."; mes "Values can be adjusted between 0 to 1000."; next; - input .@input; + input(.@input); if (.@input < 0 || .@input > 1000) close; $malaya_pintados_02 = .@input; @@ -8344,7 +8345,7 @@ ma_fild01,1,1,4 script Pintados Manager#pin 4_F_KHELLISIA,{ mes "Adjust the accumulated value for the Dyestuff."; mes "Values can be adjusted between 0 to 300."; next; - input .@input; + input(.@input); if (.@input < 0 || .@input > 300) close; $malaya_pintados_03 = .@input; @@ -8577,7 +8578,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "[Isco]"; mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; next; - input .@amount; + input(.@amount); if (.@amount < 1 || .@amount > 50) { mes "[Isco]"; mes "Sigh~ I'm lost! I can't count if the numbers are weird."; @@ -8609,7 +8610,7 @@ ma_fild01,179,260,2 script Festival Helper Boy#pin 4_M_BARYO_BOY,{ mes "[Isco]"; mes "He he... I'm slow with numbers. I get lost when it's over 50. How many will you give me?"; next; - input .@amount; + input(.@amount); if (.@amount < 1 || .@amount > 50) { mes "[Isco]"; mes "Sigh~ I told you I'm not good with numbers."; @@ -8789,11 +8790,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ next; mes "The Tattooist placed the Ancient Grudges around the workplace."; next; - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#01")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#02")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#03")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#04")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#05")); mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; next; mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; @@ -8903,11 +8904,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ } mes "He held up the powder in both hands and then blew it onto the drawing."; next; - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#01")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#02")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#03")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#04")); + specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid("Ancient Grudge#05")); mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; next; specialeffect EF_LIGHTSPHERE; diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index 34293d200..46fdcbddd 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -3618,7 +3618,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ mes "You... I saw. Feeling. I saw. Feeling."; mes "You... Name?"; next; - input .@inputstr$; + input(.@inputstr$); mes "[Fishee]"; mes .@inputstr$+" do."; mes "No know. No remember.."; @@ -3756,7 +3756,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } else if (questprogress(5017)) { mes "How will you bully the creature?"; next; - input .@inputstr$; + input(.@inputstr$); mes "You do ^0000FF"+.@inputstr$+"^000000 to bully the unidentified creature."; next; setquest 5029; @@ -4311,7 +4311,7 @@ mora,118,86,0 duplicate(???#mora) ???#ep14_muk05 CLEAR_NPC,2,2 next; mes "What was the name of the unidentified creature?"; next; - input .@inputstr$; + input(.@inputstr$); if (.@inputstr$ != "Fishee") { mes "[???]"; mes "No Family. "+.@inputstr$+" No."; diff --git a/npc/re/quests/quests_payon.txt b/npc/re/quests/quests_payon.txt new file mode 100644 index 000000000..70646b98c --- /dev/null +++ b/npc/re/quests/quests_payon.txt @@ -0,0 +1,35 @@ +//================= Hercules Script ======================================= +//= _ _ _ +//= | | | | | | +//= | |_| | ___ _ __ ___ _ _| | ___ ___ +//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __| +//= | | | | __/ | | (__| |_| | | __/\__ \ +//= \_| |_/\___|_| \___|\__,_|_|\___||___/ +//================= License =============================================== +//= This file is part of Hercules. +//= http://herc.ws - http://github.com/HerculesWS/Hercules +//= +//= Copyright (C) 2013-2019 Hercules Dev Team +//= Copyright (C) JohnnyPlayy +//= +//= Hercules is free software: you can redistribute it and/or modify +//= it under the terms of the GNU General Public License as published by +//= the Free Software Foundation, either version 3 of the License, or +//= (at your option) any later version. +//= +//= This program is distributed in the hope that it will be useful, +//= but WITHOUT ANY WARRANTY; without even the implied warranty of +//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +//= GNU General Public License for more details. +//= +//= You should have received a copy of the GNU General Public License +//= along with this program. If not, see <http://www.gnu.org/licenses/>. +//========================================================================= +//= Quest NPCs located in Payon +//================= Description =========================================== +//= Quests related to Payon City. +//================= Current Version ======================================= +//= 1.0 +//========================================================================= + +payon_in01,46,21,4 duplicate(Young man#12) Young man#1 4_M_ORIENT02 diff --git a/npc/re/scripts.conf b/npc/re/scripts.conf index c26e907ad..765f9d5e5 100644 --- a/npc/re/scripts.conf +++ b/npc/re/scripts.conf @@ -181,5 +181,6 @@ "npc/re/quests/quests_morocc.txt", "npc/re/quests/quests_nameless.txt", "npc/re/quests/quests_veins.txt", +"npc/re/quests/quests_payon.txt", // - New Gears -------------------------------------------------- "npc/re/quests/newgears/2012_headgears.txt", diff --git a/npc/re/woe-fe/invest_main.txt b/npc/re/woe-fe/invest_main.txt index 6a65a9c78..fc258ad2e 100644 --- a/npc/re/woe-fe/invest_main.txt +++ b/npc/re/woe-fe/invest_main.txt @@ -151,18 +151,19 @@ function script F_Invest_Abyss { mes "Please choose between 1 to 200."; mes "Please enter 0 to cancel."; next; - input .@units; + input(.@units); if (.@units < 0 || .@units > 200) { mes getarg(1); mes "You've exceeded the amount per investment."; mes "Please try again."; close; - } else if (.@units == 0) { + } + if (.@units == 0) { mes getarg(1); mes "Canceled."; close; - } else - break; + } + break; case 5: mes getarg(1); mes "Canceled."; @@ -199,18 +200,19 @@ function script F_Invest_Abyss { mes "Please choose between 1 to 20."; mes "Please enter 0 to cancel."; next; - input .@tickets; + input(.@tickets); if (.@tickets < 0 || .@tickets > 20) { mes getarg(1); mes "You've exceeded the amount per investment."; mes "Please try again."; close; - } else if (.@tickets == 0) { + } + if (.@tickets == 0) { mes getarg(1); mes "Canceled."; close; - } else - break; + } + break; case 4: mes getarg(1); mes "Canceled."; @@ -906,7 +908,7 @@ OnAgitInvest: for(.@i = 1; .@i<=5; ++.@i) { .@castle_name$[.@i] = getcastlename(.@npc$+"g_cas0"+.@i); .@owner_id[.@i] = getcastledata(.@npc$+"g_cas0"+.@i,1); - .@owner_name$[.@i] = getguildname(.@owner_id[.@i]); + .@owner_name$[.@i] = getguildinfo(GUILDINFO_NAME, .@owner_id[.@i]); if (.@guild == .@owner_id[.@i]) { .@menu$ = .@menu$+.@castle_name$[.@i]+" ["+.@owner_name$[.@i]+"] Guild:"; .@castles_owned = .@castles_owned | (1<<.@i); @@ -1060,7 +1062,7 @@ OnAgitInvest: for(.@i = 1; .@i<=5; ++.@i) { .@map$ = .@npc$+"g_cas0"+.@i; .@fund[.@i] = getd("$@vfund_"+.@npc$+"0"+.@i); - mes getcastlename(.@map$)+" "+getguildname(getcastledata(.@map$,1))+" Guild: "+.@fund[.@i]; + mes getcastlename(.@map$)+" "+getguildinfo(GUILDINFO_NAME, getcastledata(.@map$,1))+" Guild: "+.@fund[.@i]; } .@fund[0] = getd("$@vfund_"+.@npc$+"_extra"); mes .@realm$+" normal: "+.@fund[0]; |