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-rw-r--r--npc/custom/bartershop.txt21
-rw-r--r--npc/custom/etc/quest_warper.txt6
-rw-r--r--npc/custom/events/disguise.txt10
-rw-r--r--npc/custom/events/mushroom_event.txt11
-rw-r--r--npc/custom/quests/quest_shop.txt4
-rw-r--r--npc/custom/quests/thq/THQS_TTShop.txt4
-rw-r--r--npc/dev/test.txt10
-rw-r--r--npc/jobs/1-1e/ninja.txt78
-rw-r--r--npc/merchants/advanced_refiner.txt19
-rw-r--r--npc/merchants/hd_refine.txt15
-rw-r--r--npc/merchants/refine.txt17
-rw-r--r--npc/other/CashShop_Functions.txt27
-rw-r--r--npc/other/Global_Functions.txt49
-rw-r--r--npc/other/inventory_expansion.txt63
-rw-r--r--npc/quests/quests_nameless.txt23
-rw-r--r--npc/quests/quests_prontera.txt24
-rw-r--r--npc/quests/quests_rachel.txt2
-rw-r--r--npc/re/instances/OldGlastHeim.txt4
-rw-r--r--npc/re/instances/ghost_palace.txt2
-rw-r--r--npc/re/jobs/2e/kagerou_oboro.txt440
-rw-r--r--npc/re/jobs/3-1/archbishop.txt12
-rw-r--r--npc/re/jobs/3-1/ranger.txt4
-rw-r--r--npc/re/jobs/3-2/sura.txt6
-rw-r--r--npc/re/merchants/hd_refiner.txt11
-rw-r--r--npc/re/merchants/refine.txt11
-rw-r--r--npc/re/merchants/renters.txt111
-rw-r--r--npc/re/merchants/shadow_refiner.txt10
-rw-r--r--npc/re/quests/eden/eden_tutorial.txt2
-rw-r--r--npc/scripts.conf1
-rw-r--r--npc/scripts_custom.conf1
-rw-r--r--npc/woe-fe/agit_main.txt3
-rw-r--r--npc/woe-se/agit_main_se.txt1184
32 files changed, 1222 insertions, 963 deletions
diff --git a/npc/custom/bartershop.txt b/npc/custom/bartershop.txt
new file mode 100644
index 000000000..bcb61795e
--- /dev/null
+++ b/npc/custom/bartershop.txt
@@ -0,0 +1,21 @@
+//===== Hercules Script ======================================
+//= Barter shop demo
+//===== By: ==================================================
+//= 4144
+//===== Current Version: =====================================
+//= 1.0
+//===== Description: =========================================
+//= Barter shop demo in prontera.
+//============================================================
+
+prontera,159,284,4 trader Barter Shop#prt 4_M_KID1,{
+OnInit:
+ tradertype(NST_BARTER);
+ sellitem White_Herb, 100, Red_Potion, 2;
+ sellitem Blue_Herb, 200, Orange_Potion, 3;
+ sellitem Green_Herb, 100, Red_Potion, 4;
+ sellitem White_Herb, 100, Orange_Potion, 1;
+ sellitem Apple, -1, Orange_Potion, 1;
+ sellitem Praetorian_Shield, 100, Berserk_Potion, 10;
+ end;
+}
diff --git a/npc/custom/etc/quest_warper.txt b/npc/custom/etc/quest_warper.txt
index 35b863e9d..2ae2e7f7f 100644
--- a/npc/custom/etc/quest_warper.txt
+++ b/npc/custom/etc/quest_warper.txt
@@ -82,7 +82,7 @@ function script Q_Warpra {
case 2:
warp $QW_SP_WarpMap$, $QW_SP_WarpX, $QW_SP_WarpY;
close2;
- debugmes "Please check your special warp menu settings on the Warpra.";
+ consolemes(CONSOLEMES_WARNING, "Please check your special warp menu settings on the Warpra.");
end;
case 3: goto L_town;
case 4: goto L_dungeon;
@@ -1533,7 +1533,7 @@ function script QWS_Dungeon_Warpra {
mes "[Warpra]";
mes "Sorry, I can only unlock this location.";
} else
- debugmes "QWS_Dungeon_Warpra error, improper syntax?";
+ consolemes(CONSOLEMES_ERROR, "QWS_Dungeon_Warpra error, improper syntax?");
return;
function QWS_D_setbin {
@@ -1577,7 +1577,7 @@ function script QWS_Town_Warpra {
} else if (QWS_T_getbin(getarg(0)) == 1) {
callfunc "Q_Warpra",0;
} else
- debugmes "QWS_Town_Warpra error, improper syntax ?";
+ consolemes(CONSOLEMES_ERROR, "QWS_Town_Warpra error, improper syntax ?");
return;
function QWS_T_setbin {
diff --git a/npc/custom/events/disguise.txt b/npc/custom/events/disguise.txt
index b9071d162..fde5e544a 100644
--- a/npc/custom/events/disguise.txt
+++ b/npc/custom/events/disguise.txt
@@ -8,6 +8,7 @@
//= Note: This script requires PCRE to run properly.
//= 5.0 Last update by GmOcean.
//= 5.1 Cleaned and standardized, mostly. [Euphy]
+//= 5.2 Fix a bug that causes this event run indefinitely [AnnieRuru]
//============================================================
prontera,160,155,4 script Disguise Event 4_M_NFDEADMAN,{
@@ -183,6 +184,15 @@ OnTimer30000:
deletepset 1;
stopnpctimer;
setnpctimer 0;
+ ++.RoundCount;
+ if (.RoundCount >= .Rounds) {
+ setnpcdisplay "Disguise Event", 4_M_NFDEADMAN;
+ .RoundCount = 0;
+ .Change = 0;
+ .EventON = 0;
+ npctalk "Thank you all for playing. That was the last round of the Disguise Event. Come play again later.";
+ end;
+ }
initnpctimer;
end;
OnTimer60000:
diff --git a/npc/custom/events/mushroom_event.txt b/npc/custom/events/mushroom_event.txt
index b9c54c09e..fc7446814 100644
--- a/npc/custom/events/mushroom_event.txt
+++ b/npc/custom/events/mushroom_event.txt
@@ -41,7 +41,7 @@ OnMinute10: // Start time (every hour)
set .status,1;
set .Spawn,rand(1,10); // How many Mushrooms should spawn?
set .Map$,.maps$[rand(getarraysize(.maps$))];
- killmonster .Map$,"All";
+ killmonster(.Map$, "all");
monster .Map$,0,0,"Please don't kill me!",1084,.Spawn,strnpcinfo(NPC_NAME)+"::OnMobKilled";
announce "Find the Mushroom : Total of "+.Spawn+" Mushrooms have been spawned in "+.Map$+"!",0;
sleep 2500;
@@ -50,9 +50,12 @@ OnMinute10: // Start time (every hour)
OnMobKilled:
set .Spawn, .Spawn - 1;
- getitem .Prize, .Amount;
- if (.Spawn) announce "[ "+strcharinfo(PC_NAME)+" ] has killed a Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map;
- else {
+ if (playerattached() != 0) {
+ getitem .Prize, .Amount;
+ if (.Spawn)
+ announce "[ "+strcharinfo(PC_NAME)+" ] has killed a Mushroom. There are now "+.Spawn+" Mushroom(s) left.",bc_map;
+ }
+ if (!.Spawn) {
announce "The Find the Mushroom Event has ended. All the Mushrooms have been killed.",0;
set .status,0;
}
diff --git a/npc/custom/quests/quest_shop.txt b/npc/custom/quests/quest_shop.txt
index 739b53c02..c2481e991 100644
--- a/npc/custom/quests/quest_shop.txt
+++ b/npc/custom/quests/quest_shop.txt
@@ -170,13 +170,13 @@ OnEnd:
function Add {
if (getitemname(getarg(1)) == "null") {
- debugmes "Quest reward #"+getarg(1)+" invalid (skipped).";
+ consolemes(CONSOLEMES_WARNING, "Quest reward #"+getarg(1)+" invalid (skipped).");
return;
}
setarray .@j[0],getarg(2),getarg(3),getarg(4);
for(set .@i,5; .@i<getargcount(); set .@i,.@i+2) {
if (getitemname(getarg(.@i)) == "null") {
- debugmes "Quest requirement #"+getarg(.@i)+" invalid (skipped).";
+ consolemes(CONSOLEMES_WARNING, "Quest requirement #"+getarg(.@i)+" invalid (skipped).");
return;
} else
setarray .@j[.@i-2],getarg(.@i),getarg(.@i+1);
diff --git a/npc/custom/quests/thq/THQS_TTShop.txt b/npc/custom/quests/thq/THQS_TTShop.txt
index 96e7346d3..4c12f9938 100644
--- a/npc/custom/quests/thq/THQS_TTShop.txt
+++ b/npc/custom/quests/thq/THQS_TTShop.txt
@@ -93,7 +93,7 @@ function script thqs_trade_token {
// getarg(1) - .@mp$ -> PRICE
function script thqs_menu_buy {
if( getargcount() != 2 ) {
- debugmes "thqs_menu_buy: Wrong number of arguments!!";
+ consolemes(CONSOLEMES_ERROR, "thqs_menu_buy: Wrong number of arguments!!");
close;
}
@@ -101,7 +101,7 @@ function script thqs_menu_buy {
.@mp$ = getarg(1);
if( getarraysize( getd(.@mw$) ) != getarraysize( getd(.@mp$) ) ) {
- debugmes "thqs_menu_buy: Missing entries in data!";
+ consolemes(CONSOLEMES_ERROR, "thqs_menu_buy: Missing entries in data!");
close;
}
diff --git a/npc/dev/test.txt b/npc/dev/test.txt
index 2822ee65c..a867a09b2 100644
--- a/npc/dev/test.txt
+++ b/npc/dev/test.txt
@@ -786,10 +786,10 @@ function script HerculesSelfTestHelper {
callsub(OnCheck, "data_to_string (integer variable)", data_to_string(.@x), ".@x");
if (.errors) {
- debugmes "Script engine self-test [ \033[0;31mFAILED\033[0m ]";
- debugmes "**** The test was completed with " + .errors + " errors. ****";
+ consolemes(CONSOLEMES_DEBUG, "Script engine self-test [ \033[0;31mFAILED\033[0m ]");
+ consolemes(CONSOLEMES_DEBUG, "**** The test was completed with " + .errors + " errors. ****");
} else {
- debugmes "Script engine self-test [ \033[0;32mPASSED\033[0m ]";
+ consolemes(CONSOLEMES_DEBUG, "Script engine self-test [ \033[0;32mPASSED\033[0m ]");
}
return .errors;
end;
@@ -840,8 +840,8 @@ OnReportError:
.@val$ = getarg(1,"");
.@ref$ = getarg(2,"");
if (.errors == 1)
- debugmes "**** WARNING: Any self-test results past this point are unreliable because of previous errors. ****";
- debugmes "Error: "+.@msg$+": '"+.@val$+"' (found) != '"+.@ref$+"' (expected)";
+ consolemes(CONSOLEMES_DEBUG, "**** WARNING: Any self-test results past this point are unreliable because of previous errors. ****");
+ consolemes(CONSOLEMES_DEBUG, "Error: "+.@msg$+": '"+.@val$+"' (found) != '"+.@ref$+"' (expected)");
++.errors;
//end;
return;
diff --git a/npc/jobs/1-1e/ninja.txt b/npc/jobs/1-1e/ninja.txt
index 762f94b4b..8911b5795 100644
--- a/npc/jobs/1-1e/ninja.txt
+++ b/npc/jobs/1-1e/ninja.txt
@@ -93,9 +93,9 @@ alberta,30,65,3 script Akagi 4_M_JOB_ASSASSIN,{
}
}
-que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
+que_ng,30,65,3 script Kuuga Gai#nq 4_M_JOB_ASSASSIN,{
if (Upper == 2) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "I... I've never";
mes "seen a baby as";
mes "powerful as you!";
@@ -105,7 +105,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
}
if (Class == Job_Novice) {
if (JobLevel < 10) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Hm? Have you come to";
mes "learn how to be a Ninja?";
mes "You're not quite experienced";
@@ -119,7 +119,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "Excuse me.";
mes "H-hello?";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "...............................";
mes "How did you do that?";
next;
@@ -127,7 +127,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "Do what? I didn't";
mes "do anything, I don't think...";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "H-How are you able to";
mes "see me? I'm supposed to";
mes "be invisible to the naked eye.";
@@ -140,7 +140,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "Calm down, there's no";
mes "need to get violent!";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "What...?";
mes "How did you dodge";
mes "all of my attacks?";
@@ -153,7 +153,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "to change my job";
mes "to a Ninja.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "...Oh. Is that all?";
mes "Hmm, you've got great";
mes "potential, but I can't help";
@@ -161,14 +161,14 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "enemies, and I can't let my";
mes "guard down for even a second.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "That Wildcat Joe is";
mes "completely ruthless...!";
mes "He could strike at any time!";
mes "He'll do anything to achieve";
mes "victory over his enemies!";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Wait, wait, I just";
mes "thought of something.";
mes "Maybe you can help me out.";
@@ -177,7 +177,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "really want to be a Ninja.";
next;
if(select("Sure.", "No, thanks.") == 2) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Hm? Well, alright.";
mes "Still, I don't see";
mes "why we can't help";
@@ -185,7 +185,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "little predicament...";
close;
}
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Great! Now, I wanted to";
mes "ask Wildcat Joe if he'd";
mes "agree to a temporary truce.";
@@ -193,7 +193,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "are out of weapons, so we";
mes "should get well equipped first.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Please take this letter,";
mes "and deliver it to Wildcat";
mes "Joe in Einbroch. He's a master";
@@ -201,7 +201,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "eye out for him. Ah, and look";
mes "for him in a high place.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Yeah, Wildcat Joe";
mes "always did have a thing";
mes "for hiding in high places.";
@@ -213,7 +213,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
close;
}
else if (NINJ_Q == 1) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Even if this task";
mes "isn't that urgent,";
mes "please hurry over to";
@@ -222,7 +222,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
close;
}
else if (NINJ_Q == 2) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Did you deliver that";
mes "letter to Wildcat Joe?";
mes "I still need to know his";
@@ -232,14 +232,14 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
close;
}
else if (NINJ_Q == 3) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Ah, you've returned.";
mes "So did Wildcat Joe send";
mes "you back here with his";
mes "response? Great, great,";
mes "please let me read it.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "What...?! How could he";
mes "reject my proposal for";
mes "a truce?! This can only";
@@ -247,14 +247,14 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "Kunai. Nuts! I have to catch";
mes "up to him, or I'm a goner!";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Listen, you've got to help";
mes "me out again! I need you to";
mes "gather some materials so that";
mes "I can craft my own Kunai to fight Wildcat Joe. Then, I'll go ahead";
mes "and change your job to a Ninja.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "All you need";
mes "to bring me is";
mes "^3355FF5 Cyfars^000000 and";
@@ -268,7 +268,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "asked me to gather";
mes "those same materials.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Curses! Then that means...";
mes "You actually helped Joe";
mes "in crafting his Kunai! No!";
@@ -281,7 +281,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
}
else if (NINJ_Q == 4) {
if (countitem(Cyfar) < 5 || countitem(Phracon) < 1) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Hurry and bring";
mes "^3355FF5 Cyfars^000000 and";
mes "^3355FF1 Phracon^000000 to me,";
@@ -291,7 +291,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
close;
}
if (SkillPoint != 0) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Whoa, whoa...";
mes "You still have some";
mes "leftover Skill Points.";
@@ -300,7 +300,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "change jobs, right?";
close;
}
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Ah, you're back with";
mes "everything that I need.";
mes "You've come earlier than";
@@ -308,14 +308,14 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "as promised, I'll turn";
mes "you into a Ninja.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Let me formally introduce";
- mes "myself. I am High Ninja Cougar";
+ mes "myself. I am High Ninja Kuuga Gai";
mes "in the Touga Ninja Corps, and";
mes "I'm in charge of the search";
mes "party to find Sir Kazma.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "Sir Kazma is the chief";
mes "of my village, but he's";
mes "run away. This has resulted";
@@ -323,7 +323,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "the Ninja Corps. Things are";
mes "pretty unstable right now...";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "I initially didn't want to";
mes "accept you as a Ninja because";
mes "of this complicated situation.";
@@ -331,14 +331,14 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "you're truly worthy of joining";
mes "the Ninja ranks.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "According to his letter, even";
mes "Joe thinks highly of you. Just";
mes "remember that, as a Ninja, your";
mes "mission is your highest priority. But don't let mission objectives";
mes "supercede your conscience.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "''Secrecy above all else.''";
mes "To keep our secrets in the";
mes "shadows, you can only buy";
@@ -346,7 +346,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "authorized dealers. Please";
mes "keep that in mind.";
next;
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "As of today, you are";
mes "now a proud member of the";
mes "Touga Ninja Corps. Be as";
@@ -361,7 +361,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
close;
}
else {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "How have you been?";
mes "Train hard: you want";
mes "to be able to vanish";
@@ -372,7 +372,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
}
} else {
if (BaseClass == Job_Ninja) {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "How have you been?";
mes "Train hard: you want";
mes "to be able to vanish";
@@ -381,7 +381,7 @@ que_ng,30,65,3 script Cougar#nq 4_M_JOB_ASSASSIN,{
mes "the respect of any Ninja~";
close;
} else {
- mes "[Cougar]";
+ mes "[Kuuga Gai]";
mes "What...?";
mes "How were you able";
mes "to find me hidden";
@@ -478,7 +478,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "?????!!";
next;
mes "[Suspicious Man]";
- mes "Why? Didn't you bring Cougar's letter for me?";
+ mes "Why? Didn't you bring Kuuga Gai's letter for me?";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Are you...";
@@ -487,7 +487,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "[Suspicious Man]";
mes "...Yes, but I prefer to";
mes "be called Red Leopard Joe.";
- mes "Cougar sent you to me, right?";
+ mes "Kuuga Gai sent you to me, right?";
mes "He's the only one who calls";
mes "me that. So you want to be";
mes "a Ninja, eh? Hmm, alright.";
@@ -513,7 +513,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "[Red Leopard Joe]";
mes "For now, let me read";
mes "this letter. Let's see...";
- mes "Hm. I thought that Cougar";
+ mes "Hm. I thought that Kuuga Gai";
mes "would want to challenge me";
mes "again, but he actually wants";
mes "a temporary truce? Hah!";
@@ -540,7 +540,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "[Red Leopard Joe]";
mes "Here you go.";
mes "Please bring this";
- mes "letter to Cougar.";
+ mes "letter to Kuuga Gai.";
mes "It'll take a while to";
mes "return to Amatsu, so let";
mes "me send you there directly...";
@@ -557,7 +557,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
mes "Eh? I'm not sure what";
mes "happened, but it seems";
mes "that you haven't delivered";
- mes "my response to Cougar yet.";
+ mes "my response to Kuuga Gai yet.";
mes "Shall I directly send you";
mes "to Amatsu right now?";
next;
@@ -577,7 +577,7 @@ einbroch,184,194,3 script Suspicious Man#nq 4_M_SITDOWN,{
}
else if (NINJ_Q == 4) {
mes "[Red Leopard Joe]";
- mes "Cougar asked you to";
+ mes "Kuuga Gai asked you to";
mes "gather some materials";
mes "too? Oh well, I suppose";
mes "that I can't blame him.";
diff --git a/npc/merchants/advanced_refiner.txt b/npc/merchants/advanced_refiner.txt
index 9632f95f7..ec263e192 100644
--- a/npc/merchants/advanced_refiner.txt
+++ b/npc/merchants/advanced_refiner.txt
@@ -44,14 +44,19 @@
//=========================================================================
payon,157,146,6 script Suhnbi#cash 4_M_03,{
- disable_items;
- mes "[Suhnbi]";
- mes "I am the Armsmith";
- mes "I can refine all kinds of weapons,";
- mes "armor and equipment, so let me";
- mes "know what you want to refine.";
- next;
+ mes("[Suhnbi]");
+ mes("I am the Armsmith");
+ mes("I can refine all kinds of weapons,");
+ mes("armor and equipment, so let me");
+ mes("know what you want to refine.");
+ if (getbattleflag("features/replace_refine_npcs") == 1) {
+ if (openrefineryui())
+ close();
+ }
+ next();
+
+ disable_items;
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
.@menu$ = "";
for(.@i = 1; .@i<=10; ++.@i) {
diff --git a/npc/merchants/hd_refine.txt b/npc/merchants/hd_refine.txt
index a7fc5e922..1a5a43621 100644
--- a/npc/merchants/hd_refine.txt
+++ b/npc/merchants/hd_refine.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.";
@@ -179,6 +190,10 @@ lhz_in02,280,19,3 duplicate(MightyHammer) Mighty Hammer#lhz 4_M_DWARF
//== Basta (+10 and up) ====================================
- script ::Basta FAKE_NPC,{
+ if (getbattleflag("features/replace_refine_npcs") == 1) {
+ if (openrefineryui())
+ end();
+ }
disable_items;
mes "[Basta]";
mes "I'm the best Blacksmith in the whole world, Basta.";
diff --git a/npc/merchants/refine.txt b/npc/merchants/refine.txt
index 7f1b4d9a3..19ebf4a8e 100644
--- a/npc/merchants/refine.txt
+++ b/npc/merchants/refine.txt
@@ -589,14 +589,19 @@ lhz_in02,282,20,7 script Fulerr 4_M_LGTMAN,{
// If you enable this function, be sure to edit the value of .@safe to the max
// safe refine in refine_db.txt as well.
function script refinemain {
+ mesf("[%s]", getarg(0));
+ mes("I'm the Armsmith.");
+ mes("I can refine all kinds of weapons, armor and equipment, so let me");
+ mes("know what you want me to refine.");
+
+ if (getbattleflag("features/replace_refine_npcs") == 1) {
+ if (openrefineryui())
+ close();
+ }
+ next();
+
disable_items;
.@features = getarg(1);
- mes "[" + getarg(0) + "]";
- mes "I'm the Armsmith.";
- mes "I can refine all kinds of weapons, armor and equipment, so let me";
- mes "know what you want me to refine.";
- next;
-
setarray .@position$[1], "Head","Body","Left hand","Right hand","Robe","Shoes","Accessory 1","Accessory 2","Head 2","Head 3";
.@menu$ = "";
for(.@i = 1; .@i <= 10; ++.@i) {
diff --git a/npc/other/CashShop_Functions.txt b/npc/other/CashShop_Functions.txt
index 92fe841e1..5b957f9f2 100644
--- a/npc/other/CashShop_Functions.txt
+++ b/npc/other/CashShop_Functions.txt
@@ -310,3 +310,30 @@ function script F_Snowball {
}
end;
}
+
+// Status reduction potion
+//============================================================
+// - Permanently reduces base stat <type> by <val>.
+// - Returns status points equals to points needed to raise
+// that stat to original value.
+// - Doesn't work if base status <type> would become lower than 1 after reduction.
+// * callfunc("F_CashReduceStat", <type>{, <val>, <itemid>});
+function script F_CashReduceStat {
+ .@type = getarg(0);
+ .@amount = getarg(1, -1);
+ .@itemid = getarg(2, 0);
+
+ if ((readparam(.@type) + .@amount) < 1) return;
+
+ if (.@itemid) {
+ if (countitem(.@itemid))
+ delitem .@itemid, 1;
+ else
+ return;
+ }
+
+ StatusPoint += needed_status_point(.@type, .@amount);
+ statusup2 .@type, .@amount;
+
+ return;
+} \ No newline at end of file
diff --git a/npc/other/Global_Functions.txt b/npc/other/Global_Functions.txt
index 904ed7165..e3741b495 100644
--- a/npc/other/Global_Functions.txt
+++ b/npc/other/Global_Functions.txt
@@ -434,7 +434,7 @@ function script F_ShuffleNumbers {
//== Function F_MesColor ===================================
// Function to colorize npc dialog without having to memorize the color code
// Examples:
-// mes callfunc("F_MesColor", C_BLUE) +"This message is now in BLUE";
+// mesf("%sThis message is now in BLUE.", F_MesColor(C_BLUE));
function script F_MesColor {
return sprintf("^%06X", min(getarg(0), 0xFFFFFF));
}
@@ -446,32 +446,45 @@ function script F_MesColor {
function script F_GetTradeRestriction {
.@trade = getiteminfo(getarg(0), ITEMINFO_TRADE);
- if (.@trade == 0) {
+ if (.@trade == 0)
return "None";
- }
.@trade$ = "";
- if (.@trade & ITR_NODROP) {
+ if (.@trade & ITR_NODROP)
.@trade$ += "NoDrop|";
- }
- if (.@trade & ITR_NOTRADE) {
+ if (.@trade & ITR_NOTRADE)
.@trade$ += "NoTrade|";
- }
- if (.@trade & ITR_PARTNEROVERRIDE) {
+ if (.@trade & ITR_PARTNEROVERRIDE)
.@trade$ += "PartnerOverride|";
- }
- if (.@trade & ITR_NOSELLTONPC) {
+ if (.@trade & ITR_NOSELLTONPC)
.@trade$ += "NoSellToNpc|";
- }
- if (.@trade & ITR_NOSTORAGE) {
+ if (.@trade & ITR_NOSTORAGE)
.@trade$ += "NoStorage|";
- }
- if (.@trade & ITR_NOGSTORAGE) {
+ if (.@trade & ITR_NOGSTORAGE)
.@trade$ += "NoGuildStorage|";
- }
- if (.@trade & ITR_NOMAIL) {
+ if (.@trade & ITR_NOMAIL)
.@trade$ += "NoMail|";
- }
- if (.@trade & ITR_NOAUCTION) {
+ if (.@trade & ITR_NOAUCTION)
.@trade$ += "NoAuction|";
+ return .@trade$;
+}
+
+//== Function F_MesItemInfo ===================================
+// Show the item name and a clickable link for the item description
+// Only works with mes and mesf, does not work in menu/select
+function script F_MesItemInfo {
+ .@item = getarg(0);
+ .@itemname$ = getitemname(.@item);
+ if (.@itemname$ != "null") {
+ .@itemslot = getitemslots(.@item);
+ if (.@itemslot)
+ .@itemname$ = sprintf("%s [%d]", .@itemname$, .@itemslot);
}
+ else
+ .@itemname$ = "Unknown Item";
+ if (PACKETVER >= 20150729)
+ return sprintf("<ITEM>%s<INFO>%d</INFO></ITEM>", .@itemname$, .@item);
+ else if (PACKETVER >= 20130130)
+ return sprintf("<ITEMLINK>%s<INFO>%d</INFO></ITEMLINK>", .@itemname$, .@item);
+ else
+ return .@itemname$;
}
diff --git a/npc/other/inventory_expansion.txt b/npc/other/inventory_expansion.txt
new file mode 100644
index 000000000..8a5ac5e6c
--- /dev/null
+++ b/npc/other/inventory_expansion.txt
@@ -0,0 +1,63 @@
+//================= Hercules Script =======================================
+//= _ _ _
+//= | | | | | |
+//= | |_| | ___ _ __ ___ _ _| | ___ ___
+//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
+//= | | | | __/ | | (__| |_| | | __/\__ \
+//= \_| |_/\___|_| \___|\__,_|_|\___||___/
+//================= License ===============================================
+//= This file is part of Hercules.
+//= http://herc.ws - http://github.com/HerculesWS/Hercules
+//=
+//= Copyright (C) 2018 Hercules Dev Team
+//= Copyright (C) 4144
+//=
+//= 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/>.
+//=========================================================================
+//= Inventory expansion
+//=========================================================================
+
+- script inventory_expansion FAKE_NPC,{
+ end;
+
+OnInvExpandRequest:
+ if (countitem(Inventory_Extension_Coupon) < 1) {
+ expandinventoryack(EXPAND_INV_MISSING_ITEM);
+ end;
+ }
+ if (getinventorysize() + INVENTORY_INCREASE_STEP > MAX_INVENTORY) {
+ expandinventoryack(EXPAND_INV_MAX_SIZE);
+ end;
+ }
+ expandinventoryack(EXPAND_INV_ASK_CONFIRMATION, Inventory_Extension_Coupon);
+ end;
+
+OnInvExpandConfirmed:
+ if (countitem(Inventory_Extension_Coupon) < 1) {
+ expandinventoryresult(EXPAND_INV_RESULT_MISSING_ITEM);
+ end;
+ }
+ if (getinventorysize() + INVENTORY_INCREASE_STEP > MAX_INVENTORY) {
+ expandinventoryresult(EXPAND_INV_RESULT_MAX_SIZE);
+ end;
+ }
+ delitem(Inventory_Extension_Coupon, 1);
+ if (expandinventory(INVENTORY_INCREASE_STEP) == true) {
+ expandinventoryresult(EXPAND_INV_RESULT_SUCCESS);
+ }
+ end;
+
+OnInvExpandRejected:
+ end;
+}
diff --git a/npc/quests/quests_nameless.txt b/npc/quests/quests_nameless.txt
index 9461461a5..55f5c319c 100644
--- a/npc/quests/quests_nameless.txt
+++ b/npc/quests/quests_nameless.txt
@@ -61,7 +61,8 @@
//= 2.4
//=========================================================================
-//== Nameless Island and Cursed Monestary Access Quest :: aru_monas =
+// Nameless Island and Cursed Monestary Access Quest :: aru_monas
+//=========================================================================
airplane_01,90,63,0 script Event Switch#pc FAKE_NPC,3,3,{
end;
@@ -998,7 +999,7 @@ nameless_i,127,207,0 script Dead Crow#Aru HIDDEN_NPC,{
mes "^3355FFThis grass must be the";
mes "main ingredient of the";
mes "poison used to kill the";
- mes "Gaebolg family princes.^000000";
+ mes "Geoborg family princes.^000000";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Looks like I just hit";
@@ -4406,7 +4407,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4432,7 +4433,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4458,7 +4459,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4484,7 +4485,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4509,7 +4510,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4535,7 +4536,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4561,7 +4562,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -4587,7 +4588,7 @@ izlude_in,113,66,0 script Strange Machine HIDDEN_NPC,{
mes "and vibrated violently";
mes "before coming to a sudden";
mes "stop. That was the wrong";
- mes "switch. You'd better ask Dorian... ";
+ mes "switch. You'd better ask Dorian...";
changequest 3105,3106;
diamond_edq = 11;
close;
@@ -10318,7 +10319,7 @@ comodo,139,184,3 script Scholar#zgang 2_M_SAGE_B,{
mes "jewel came into a rich man's";
mes "possession. However, he lost";
mes "his fortune and was completely";
- mes "ruined after obtaining it. Hence the moniker, ''Unlucky Emerald.''";
+ mes "ruined after obtaining it. Hence the moniker, ''Unlucky Emerald.''";
next;
mes "[Scholar]";
mes "Then the emerald came into";
diff --git a/npc/quests/quests_prontera.txt b/npc/quests/quests_prontera.txt
index e0bd9156e..b2fefb3cf 100644
--- a/npc/quests/quests_prontera.txt
+++ b/npc/quests/quests_prontera.txt
@@ -37,7 +37,7 @@
//= Collection of Prontera-based quests.
//= - Culvert Access
//= - Ph.D Hat Quest
-//= - Gaebolg Family Curse
+//= - Geoborg Family Curse
//================= Current Version =======================================
//= 2.9
//================= Variables Used ========================================
@@ -45,7 +45,7 @@
//= - MISC_QUEST (bit 8)
//= Ph.D Hat Quest:
//= - n/a
-//= Gaebolg Family Curse:
+//= Geoborg Family Curse:
//= - prt_curse (max 61)
//=========================================================================
@@ -799,7 +799,7 @@ yuno,311,195,3 script Historian#prt01 4_M_SAGE_A,{
mes "With the return of peace,";
mes "the 7 warriors established";
mes "the Rune-Midgarts Kingdom,";
- mes "choosing Tristram Gaebolg III";
+ mes "choosing Tristram Geoborg III";
mes "as the kingdom's first ruler. ";
next;
mes "[Historian]";
@@ -1228,7 +1228,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{
next;
mes "[Historian Rodafrian]";
mes "Anyway, your report about";
- mes "the Gaebolg family will be";
+ mes "the Geoborg family will be";
mes "greatly appreciated by the";
mes "Rekenber Historical Research";
mes "Group. But first, I need to";
@@ -1237,7 +1237,7 @@ morocc_in,45,126,3 script Historian#prt02 4_F_GON,{
mes "[Historian Rodafrian]";
mes "Anyway, keep this information";
mes "a secret between me and you";
- mes "for now. Then, when I reveal the secret curse of the Gaebolg royal";
+ mes "for now. Then, when I reveal the secret curse of the Geoborg royal";
mes "family, I'll finally outshine that Karlomoff! Bwahahahahaha!";
next;
mes "["+strcharinfo(PC_NAME)+"]";
@@ -2291,7 +2291,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{
next;
mes "[Father Bamph]";
mes "Finally, the first Tristram of";
- mes "the Gaebolg family defeated";
+ mes "the Geoborg family defeated";
mes "Jormungand together with 6";
mes "other warriors, but only after";
mes "it killed his beloved father.";
@@ -2306,7 +2306,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{
mes "[Father Bamph]";
mes "To this day...";
mes "^FF0000Every first prince of";
- mes "the Gaebolg family dies";
+ mes "the Geoborg family dies";
mes "at a young age^000000. That is";
mes "Jormungand's curse and";
mes "the royal family's secret.";
@@ -2429,7 +2429,7 @@ prt_church,185,106,3 script Father Bamph 1_M_PASTOR,{
mes "Oh, my. I learned the song";
mes "when I was a young boy from";
mes "my father. However, your version seems to reveal the secret curse";
- mes "of the Gaebolgs. Please tell me, where did you hear that song?";
+ mes "of the Geoborgs. Please tell me, where did you hear that song?";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Well, I first heard this";
@@ -3069,7 +3069,7 @@ prt_church,16,114,4 script Father Bamph#tomb 1_M_PASTOR,{
if (prt_curse == 18) {
mes "[Father Bamph]";
mes "There are the bodies";
- mes "of the Gaebolg princes";
+ mes "of the Geoborg princes";
mes "that were killed during";
mes "the exorcism. Please take";
mes "a look at the body to the left.";
@@ -3547,13 +3547,13 @@ OnTouch:
mes "["+strcharinfo(PC_NAME)+"]";
mes "Long ago, the giant serpent";
mes "Jormungand threatened mankind.";
- mes "7 warriors defeated Jormungand, led by Tristram III of the Gaebolg";
- mes "family, but Jormungand cursed the Gaebolg bloodline in its defeat.";
+ mes "7 warriors defeated Jormungand, led by Tristram III of the Geoborg";
+ mes "family, but Jormungand cursed the Geoborg bloodline in its defeat.";
next;
mes "["+strcharinfo(PC_NAME)+"]";
mes "Ever since, the curse kills";
mes "the first born prince of the";
- mes "Gaebolg family at an early age.";
+ mes "Geoborg family at an early age.";
mes "However, all of the princes of";
mes "this generation were killed.";
next;
diff --git a/npc/quests/quests_rachel.txt b/npc/quests/quests_rachel.txt
index 43e4beadb..1cc002d80 100644
--- a/npc/quests/quests_rachel.txt
+++ b/npc/quests/quests_rachel.txt
@@ -3210,7 +3210,7 @@ OnTouch:
OnTouchNPC:
emotion e_an;
- //emotion e_gg,1; //Emote on monster - unsupported
+ unitemote mobattached(), e_gg;
end;
OnMyMobDead:
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/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 5c54a0114..5818bb4fd 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$;
cutin "job_ko03",2;
- mes "[Guide Gion]";
+ mes "[Leader Gion]";
mes "Because of ^B24E59" + .@inputstr$ + "^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.";
@@ -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 e59492ce5..e37087857 100644
--- a/npc/re/jobs/3-1/archbishop.txt
+++ b/npc/re/jobs/3-1/archbishop.txt
@@ -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;
@@ -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/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt
index 63e689acc..4e0108fd8 100644
--- a/npc/re/jobs/3-2/sura.txt
+++ b/npc/re/jobs/3-2/sura.txt
@@ -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/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..879e9a5f1 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!";
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$[.@i-EQI_SHADOW_ARMOR] + " [Not Equipped]^000000" + ":"));
diff --git a/npc/re/quests/eden/eden_tutorial.txt b/npc/re/quests/eden/eden_tutorial.txt
index 902db7945..188bc514a 100644
--- a/npc/re/quests/eden/eden_tutorial.txt
+++ b/npc/re/quests/eden/eden_tutorial.txt
@@ -228,7 +228,7 @@ moc_para01,34,178,3 script Tutorial Instructor 4_M_KHMAN,{
close;
}
} else if (questprogress(9167) == 1) {
- if (!getmercinfo(1)) {
+ if (!getmercinfo(MERCINFO_CLASS)) {
mes "[Tutorial Instructor]";
mes "You haven't gotten a mercenary yet.";
next;
diff --git a/npc/scripts.conf b/npc/scripts.conf
index f03ac50f0..aa3cb23e8 100644
--- a/npc/scripts.conf
+++ b/npc/scripts.conf
@@ -226,6 +226,7 @@
"npc/other/turbo_track.txt",
"npc/other/item_merge.txt",
"npc/other/private_airship.txt",
+"npc/other/inventory_expansion.txt",
//================= Quests ================================================
// - Quests-Tutorials for basic classes (1st class quests) ------
diff --git a/npc/scripts_custom.conf b/npc/scripts_custom.conf
index 14384fd17..a5aad9767 100644
--- a/npc/scripts_custom.conf
+++ b/npc/scripts_custom.conf
@@ -50,6 +50,7 @@
//"npc/custom/card_remover.txt",
//"npc/custom/item_signer.txt",
//"npc/custom/woe_controller.txt",
+//"npc/custom/bartershop.txt",
//================= Other Scripts =========================================
// -- MVP Arena
diff --git a/npc/woe-fe/agit_main.txt b/npc/woe-fe/agit_main.txt
index 5ac5b8e9a..a0db6402b 100644
--- a/npc/woe-fe/agit_main.txt
+++ b/npc/woe-fe/agit_main.txt
@@ -105,7 +105,8 @@ OnAgitBreak:
// Show and log error if an unguilded player breaks the Emperium. (Should NEVER happen)
if (.@GID <= 0) {
.@notice$ = "Character "+strcharinfo(PC_NAME)+" ("+getcharid(CHAR_ID_CHAR)+") broke the Emperium in Castle: "+strnpcinfo(NPC_NAME_HIDDEN)+" while guildless. No data will be saved and Emperium respawned.";
- logmes .@notice$; debugmes .@notice$;
+ logmes .@notice$;
+ consolemes(CONSOLEMES_NOTICE, .@notice$);
donpcevent "Agit#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnStartArena";
end;
}
diff --git a/npc/woe-se/agit_main_se.txt b/npc/woe-se/agit_main_se.txt
index 6fc319377..41430f6a1 100644
--- a/npc/woe-se/agit_main_se.txt
+++ b/npc/woe-se/agit_main_se.txt
@@ -222,50 +222,50 @@ OnTreasureDied:
- script Steward#template FAKE_NPC,{
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
if (!.@GID) {
- mes "[ Steward ]";
- mes "I await for the master";
- mes "whom destiny will choose";
- mes "for me. Do you think you";
- mes "have to courage and strength";
- mes "to conquer this stronghold?";
+ mes("[ Steward ]");
+ mes("I await for the master");
+ mes("whom destiny will choose");
+ mes("for me. Do you think you");
+ mes("have to courage and strength");
+ mes("to conquer this stronghold?");
close;
}
if (getcharid(CHAR_ID_GUILD) != .@GID || strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes "[ Steward ]";
- mes "Hmpf. Your threats don't";
- mes "scare me! Guardians, drive";
- mes "this infidel away from here!";
- mes "I will always be loyal to the";
- mes "master of this stronghold,";
- mes "the one and only ^FF0000"+getguildmaster(.@GID)+"^000000.";
+ mes("[ Steward ]");
+ mes("Hmpf. Your threats don't");
+ mes("scare me! Guardians, drive");
+ mes("this infidel away from here!");
+ mes("I will always be loyal to the");
+ mes("master of this stronghold,");
+ mesf("the one and only ^FF0000%s^000000.", getguildmaster(.@GID));
close;
}
- mes "[ Steward ]";
- mes "Ah, Master ^FF0000"+getguildmaster(.@GID)+"^000000...";
- mes "How shall I serve you today?";
- mes "Was there an aspect of this";
- mes "stronghold's maintenance";
- mes "you wanted to discuss?";
+ mes("[ Steward ]");
+ mesf("Ah, Master ^FF0000%s^000000...", getguildmaster(.@GID));
+ mes("How shall I serve you today?");
+ mes("Was there an aspect of this");
+ mes("stronghold's maintenance");
+ mes("you wanted to discuss?");
next;
switch(select("Stronghold Briefing", "Invest in Commercial Growth", "Invest in Defense growth", "Hire/Fire Storage Staff", "Go to Master's room")) {
case 1:
- mes "[ Steward ]";
- mes "The Commercial Growth";
- mes "Level of the stronghold is ^0000ff"+getcastledata(strnpcinfo(NPC_MAP),2)+".";
+ mes("[ Steward ]");
+ mes("The Commercial Growth");
+ mesf("Level of the stronghold is ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),2));
if (getcastledata(strnpcinfo(NPC_MAP),4) > 0) {
- mes "Last time, you invested in";
- mes "Commercial Growth "+getcastledata(strnpcinfo(NPC_MAP),4)+".";
+ mes("Last time, you invested in");
+ mesf("Commercial Growth ^0000ff%d^000000.", getcastledata(strnpcinfo(NPC_MAP),4));
}
next;
- mes "[ Steward ]";
- mes "Our stronghold's";
- mes "safeguard level is "+getcastledata(strnpcinfo(NPC_MAP),3)+".";
+ mes("[ Steward ]");
+ mes("Our stronghold's");
+ mesf("safeguard level is %d.", getcastledata(strnpcinfo(NPC_MAP),3));
if (getcastledata(strnpcinfo(NPC_MAP),5) > 0) {
- mes "Last time, you invested";
- mes "in defense "+getcastledata(strnpcinfo(NPC_MAP),5)+" times.";
+ mes("Last time, you invested");
+ mesf("in defense %d times.", getcastledata(strnpcinfo(NPC_MAP),5));
}
- mes " ";
- mes "That is all, master.";
+ mes(" ");
+ mes("That is all, master.");
close;
case 2:
.@Economy = getcastledata(strnpcinfo(NPC_MAP),2);
@@ -281,84 +281,84 @@ OnTreasureDied:
// Quadruple the cost of investing if you've already invested once.
if (getcastledata(strnpcinfo(NPC_MAP),4))
.@eco_invest *= 4;
- mes "[ Steward ]";
- mes "Raising the stronghold's";
- mes "commercial growth will";
- mes "increase the quantity of";
- mes "goods produced for the guild.";
- mes "Investing in commercial growth";
- mes "will help the guild's future.";
+ mes("[ Steward ]");
+ mes("Raising the stronghold's");
+ mes("commercial growth will");
+ mes("increase the quantity of");
+ mes("goods produced for the guild.");
+ mes("Investing in commercial growth");
+ mes("will help the guild's future.");
next;
- mes "[ Steward ]";
- mes "You can make one investment";
- mes "each day, but if you can make";
- mes "two investments if you pay";
- mes "more Zeny: this will speed";
- mes "up commercial development,";
- mes "but can be quite expensive.";
+ mes("[ Steward ]");
+ mes("You can make one investment");
+ mes("each day, but if you can make");
+ mes("two investments if you pay");
+ mes("more Zeny: this will speed");
+ mes("up commercial development,");
+ mes("but can be quite expensive.");
next;
if (.@Economy == 100) {
- mes "[ Steward ]";
- mes "However, our stronghold's";
- mes "commerical growth level is";
- mes "at 100%. It's not possible to";
- mes "develop commercial growth";
- mes "any further than that.";
+ mes("[ Steward ]");
+ mes("However, our stronghold's");
+ mes("commerical growth level is");
+ mes("at 100%. It's not possible to");
+ mes("develop commercial growth");
+ mes("any further than that.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
+ mes("[ Steward ]");
+ mes("You've already made two");
+ mes("investments today, so you'll");
+ mes("have to wait until tomorrow");
+ mes("to make another investment.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),4) == 0) {
- mes "[ Steward ]";
- mes "You must pay ^FF0000"+.@eco_invest+"^000000 Zeny";
- mes "to make an investment";
- mes "Will you invest in this";
- mes "stronghold's commerical";
- mes "development now?";
+ mes("[ Steward ]");
+ mesf("You must pay ^FF0000%d^000000 Zeny", .@eco_invest);
+ mes("to make an investment");
+ mes("Will you invest in this");
+ mes("stronghold's commerical");
+ mes("development now?");
}
else {
- mes "[ Steward ]";
- mes "You must pay ^FF0000"+.@eco_invest+"^000000";
- mes "more Zeny to make a second";
- mes "investment today. Will you";
- mes "invest one more time?";
+ mes("[ Steward ]");
+ mesf("You must pay ^FF0000%d^000000", .@eco_invest);
+ mes("more Zeny to make a second");
+ mes("investment today. Will you");
+ mes("invest one more time?");
}
next;
switch(select("Invest in Commercial Growth", "Cancel")) {
case 1:
if (getcastledata(strnpcinfo(NPC_MAP),4) >= 2) {
- mes "[ Steward ]";
- mes "You've already made two";
- mes "investments today, so you'll";
- mes "have to wait until tomorrow";
- mes "to make another investment.";
+ mes("[ Steward ]");
+ mes("You've already made two");
+ mes("investments today, so you'll");
+ mes("have to wait until tomorrow");
+ mes("to make another investment.");
close;
}
if (Zeny < .@eco_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "Zeny to make an investment";
- mes "for the guild today.";
+ mes("[ Steward ]");
+ mes("I'm sorry, Master, but");
+ mes("you do not have enough");
+ mes("Zeny to make an investment");
+ mes("for the guild today.");
close;
}
Zeny -= .@eco_invest;
setcastledata strnpcinfo(NPC_MAP),4,getcastledata(strnpcinfo(NPC_MAP),4)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. We can expect";
- mes "to see the results of this";
- mes "investment by tomorrow.";
+ mes("[ Steward ]");
+ mes("A wise use of the guild's");
+ mes("funds, Master. We can expect");
+ mes("to see the results of this");
+ mes("investment by tomorrow.");
close;
case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
+ mes("[ Steward ]");
+ mes("As you command, Master.");
close;
}
case 3:
@@ -375,220 +375,220 @@ OnTreasureDied:
// Quadruple the cost of investing if you've already invested once.
if (getcastledata(strnpcinfo(NPC_MAP),5))
.@def_invest *= 4;
- mes "[ Steward ]";
- mes "Investing in our stronghold's";
- mes "defense will enhance the";
- mes "durability of our Guardians";
- mes "and the Emperium. We'll need";
- mes "every advantage to protect";
- mes "ourselves from our enemies.";
+ mes("[ Steward ]");
+ mes("Investing in our stronghold's");
+ mes("defense will enhance the");
+ mes("durability of our Guardians");
+ mes("and the Emperium. We'll need");
+ mes("every advantage to protect");
+ mes("ourselves from our enemies.");
next;
- mes "[ Steward ]";
- mes "You can invest in defense";
- mes "once per day, but if you pay";
- mes "more Zeny, you can invest";
- mes "a maximum of two times daily.";
+ mes("[ Steward ]");
+ mes("You can invest in defense");
+ mes("once per day, but if you pay");
+ mes("more Zeny, you can invest");
+ mes("a maximum of two times daily.");
next;
- mes "[ Steward ]";
+ mes("[ Steward ]");
if (getcastledata(strnpcinfo(NPC_MAP),3) == 100) {
- mes "The Defense Level of this";
- mes "stronghold is 100%, and";
- mes "cannot be increased further.";
+ mes("The Defense Level of this");
+ mes("stronghold is 100%, and");
+ mes("cannot be increased further.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
+ mes("Master, you've already");
+ mes("invested in Defense twice");
+ mes("today. You'll need to wait");
+ mes("until tomorrow if you really");
+ mes("want to increase our defenses.");
close;
}
if (getcastledata(strnpcinfo(NPC_MAP),5) == 0) {
- mes "We need ^FF0000"+.@def_invest+"^000000";
- mes "Zeny to invest in our";
- mes "stronghold's defenses.";
- mes "Will you invest now?";
+ mesf("We need ^FF0000%d^000000", .@def_invest);
+ mes("Zeny to invest in our");
+ mes("stronghold's defenses.");
+ mes("Will you invest now?");
}
else {
- mes "We need ^FF0000"+.@def_invest+"^000000";
- mes "Zeny to invest in our";
- mes "stronghold's defenses";
- mes "a second time today.";
- mes "Will you invest now?";
+ mesf("We need ^FF0000%d^000000", .@def_invest);
+ mes("Zeny to invest in our");
+ mes("stronghold's defenses");
+ mes("a second time today.");
+ mes("Will you invest now?");
}
next;
switch(select("Invest in Defense", "Cancel")) {
case 1:
if (getcastledata(strnpcinfo(NPC_MAP),5) >= 2) {
- mes "[ Steward ]";
- mes "Master, you've already";
- mes "invested in Defense twice";
- mes "today. You'll need to wait";
- mes "until tomorrow if you really";
- mes "want to increase our defenses.";
+ mes("[ Steward ]");
+ mes("Master, you've already");
+ mes("invested in Defense twice");
+ mes("today. You'll need to wait");
+ mes("until tomorrow if you really");
+ mes("want to increase our defenses.");
close;
}
if (Zeny < .@def_invest) {
- mes "[ Steward ]";
- mes "I'm sorry, Master, but";
- mes "you do not have enough";
- mes "Zeny to make an investment";
- mes "for the guild today.";
+ mes("[ Steward ]");
+ mes("I'm sorry, Master, but");
+ mes("you do not have enough");
+ mes("Zeny to make an investment");
+ mes("for the guild today.");
close;
}
Zeny -= .@def_invest;
setcastledata strnpcinfo(NPC_MAP),5,getcastledata(strnpcinfo(NPC_MAP),5)+1;
- mes "[ Steward ]";
- mes "A wise use of the guild's";
- mes "funds, Master. Increasing";
- mes "the frequency of treasure";
- mes "procured by the guild will";
- mes "definitely help us all.";
+ mes("[ Steward ]");
+ mes("A wise use of the guild's");
+ mes("funds, Master. Increasing");
+ mes("the frequency of treasure");
+ mes("procured by the guild will");
+ mes("definitely help us all.");
close;
case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
+ mes("[ Steward ]");
+ mes("As you command, Master.");
close;
}
case 4:
if (getcastledata(strnpcinfo(NPC_MAP),9) == 1) {
- mes "[ Steward ]";
- mes "Do you wish to dismiss";
- mes "the Kafra Employee that";
- mes "we've hired for the guild?";
+ mes("[ Steward ]");
+ mes("Do you wish to dismiss");
+ mes("the Kafra Employee that");
+ mes("we've hired for the guild?");
next;
switch(select("Dismiss", "Cancel")) {
case 1:
cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "Master, please reconsider!";
- mes "I've been working very hard";
- mes "for the success of the guild!";
- mes "I'll try harder to serve the";
- mes "guild members of this";
- mes "stronghold, I promise!";
+ mes("[ Hired Kafra Employee ]");
+ mes("Master, please reconsider!");
+ mes("I've been working very hard");
+ mes("for the success of the guild!");
+ mes("I'll try harder to serve the");
+ mes("guild members of this");
+ mes("stronghold, I promise!");
next;
switch(select("Dismiss", "Cancel")) {
case 1:
- mes "[ Hired Kafra Employee ]";
- mes "Why?! What have I done";
- mes "to deserve this? Waaah~!";
+ mes("[ Hired Kafra Employee ]");
+ mes("Why?! What have I done");
+ mes("to deserve this? Waaah~!");
next;
cutin "kafra_01",255;
break;
case 2:
- mes "[ Hired Kafra Employee ]";
- mes "Thank you, Master!";
- mes "I'll obey your every";
- mes "command as best I can!";
- mes "You won't regret this!";
+ mes("[ Hired Kafra Employee ]");
+ mes("Thank you, Master!");
+ mes("I'll obey your every");
+ mes("command as best I can!");
+ mes("You won't regret this!");
close;
}
break;
case 2:
- mes "[ Steward ]";
- mes "She works very hard,";
- mes "in my opinion. It was in";
- mes "all of our best interests to";
- mes "allow her to stay with us.";
+ mes("[ Steward ]");
+ mes("She works very hard,");
+ mes("in my opinion. It was in");
+ mes("all of our best interests to");
+ mes("allow her to stay with us.");
close;
}
disablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),9,0;
- mes "[ Steward ]";
- mes "That Kafra Employee";
- mes "has been dismissed.";
- mes "Were really dissatisfied";
- mes "by the quality of her service?";
+ mes("[ Steward ]");
+ mes("That Kafra Employee");
+ mes("has been dismissed.");
+ mes("Were really dissatisfied");
+ mes("by the quality of her service?");
close;
}
else {
- mes "[ Steward ]";
- mes "Will you hire a";
- mes "Kafra Employee to serve";
- mes "our stronghold? You must";
- mes "pay ^FF000010,000 Zeny^000000 to hire one.";
+ mes("[ Steward ]");
+ mes("Will you hire a");
+ mes("Kafra Employee to serve");
+ mes("our stronghold? You must");
+ mes("pay ^FF000010,000 Zeny^000000 to hire one.");
next;
switch(select("Hire", "Cancel")) {
case 1:
if (getgdskilllv(.@GID,10001) == 0) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "you have not yet attained";
- mes "the ^FF0000Contract with Kafra^000000";
- mes "guild skill.";
+ mes("[ Steward ]");
+ mes("Master, we cannot hire a");
+ mes("Kafra Employee because");
+ mes("you have not yet attained");
+ mes("the ^FF0000Contract with Kafra^000000");
+ mes("guild skill.");
close;
}
if (Zeny < 10000) {
- mes "[ Steward ]";
- mes "Master, we cannot hire a";
- mes "Kafra Employee because";
- mes "we do not have enough";
- mes "funds to pay the contract fee.";
+ mes("[ Steward ]");
+ mes("Master, we cannot hire a");
+ mes("Kafra Employee because");
+ mes("we do not have enough");
+ mes("funds to pay the contract fee.");
close;
}
Zeny -= 10000;
enablenpc "Kafra Employee#"+strnpcinfo(NPC_NAME_HIDDEN);
setcastledata strnpcinfo(NPC_MAP),9,1;
- mes "[ Steward ]";
- mes "Very well. We have formed";
- mes "a contract with the Kafra";
- mes "Head Office, and hired a";
- mes "Kafra Employee for our";
- mes "stronghold. Here she is~";
+ mes("[ Steward ]");
+ mes("Very well. We have formed");
+ mes("a contract with the Kafra");
+ mes("Head Office, and hired a");
+ mes("Kafra Employee for our");
+ mes("stronghold. Here she is~");
next;
cutin "kafra_01",2;
- mes "[ Hired Kafra Employee ]";
- mes "How do you do? I've";
- mes "been dispatched by the";
- mes "Kafra Head Office to";
- mes "serve your guild's needs.";
- mes "I'll do my best to follow";
- mes "your every command, Master.";
+ mes("[ Hired Kafra Employee ]");
+ mes("How do you do? I've");
+ mes("been dispatched by the");
+ mes("Kafra Head Office to");
+ mes("serve your guild's needs.");
+ mes("I'll do my best to follow");
+ mes("your every command, Master.");
next;
cutin "kafra_01",255;
- mes "[ Steward ]";
- mes "Our contract will expire";
- mes "after one month, so we must";
- mes "pay additional fees to keep";
- mes "this Kafra Employee in";
- mes "the service of our guild.";
+ mes("[ Steward ]");
+ mes("Our contract will expire");
+ mes("after one month, so we must");
+ mes("pay additional fees to keep");
+ mes("this Kafra Employee in");
+ mes("the service of our guild.");
close;
case 2:
- mes "[ Steward ]";
- mes "As you command, Master.";
- mes "However, I suggest hiring";
- mes "a Kafra Employee as soon";
- mes "as possible since our guild";
- mes "would greatly benefit from";
- mes "the convenient Kafra services.";
+ mes("[ Steward ]");
+ mes("As you command, Master.");
+ mes("However, I suggest hiring");
+ mes("a Kafra Employee as soon");
+ mes("as possible since our guild");
+ mes("would greatly benefit from");
+ mes("the convenient Kafra services.");
close;
}
}
case 5:
- mes "[ Steward ]";
- mes "Do you wish to enter the";
- mes "Guild Treasure Room?";
- mes "Only you, the Guild Master,";
- mes "are permitted to enter.";
+ mes("[ Steward ]");
+ mes("Do you wish to enter the");
+ mes("Guild Treasure Room?");
+ mes("Only you, the Guild Master,");
+ mes("are permitted to enter.");
next;
- mes "[ Steward ]";
- mes "Please remember to open";
- mes "the Treasure Boxes at the";
- mes "proper time. Otherwise, the";
- mes "treasure may disappear if";
- mes "something unexpected happens.";
+ mes("[ Steward ]");
+ mes("Please remember to open");
+ mes("the Treasure Boxes at the");
+ mes("proper time. Otherwise, the");
+ mes("treasure may disappear if");
+ mes("something unexpected happens.");
next;
switch(select("Go to Treasure Room", "Cancel")) {
case 1:
- mes "[ Steward ]";
- mes "Allow me to guide you";
- mes "on the secret path to";
- mes "the Treasure Room.";
- mes "Press the secret switch";
- mes "when you wish to return here.";
+ mes("[ Steward ]");
+ mes("Allow me to guide you");
+ mes("on the secret path to");
+ mes("the Treasure Room.");
+ mes("Press the secret switch");
+ mes("when you wish to return here.");
close2;
if (compare(strnpcinfo(NPC_MAP),"arug")) {
if (strnpcinfo(NPC_MAP) == "arug_cas01") setarray .@i[0],250,363;
@@ -603,13 +603,13 @@ OnTreasureDied:
warp strnpcinfo(NPC_MAP),.@i[0],.@i[1];
end;
case 2:
- mes "[ Steward ]";
- mes "Items in the Treasure Room";
- mes "are produced once each day.";
- mes "Therefore, you must obtain";
- mes "the treasure items everyday.";
- mes "For the sake of the guild,";
- mes "prioritize treasure harvesting!";
+ mes("[ Steward ]");
+ mes("Items in the Treasure Room");
+ mes("are produced once each day.");
+ mes("Therefore, you must obtain");
+ mes("the treasure items everyday.");
+ mes("For the sake of the guild,");
+ mes("prioritize treasure harvesting!");
close;
}
}
@@ -656,154 +656,154 @@ OnStartArena:
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
.@n$ = "["+strnpcinfo(NPC_NAME_VISIBLE)+"]";
if (!.@GID) {
- mes .@n$;
- mes "Great job. Now, all you";
- mes "need to do is destroy this";
- mes "Emperium to gain ownership";
- mes "over this stronghold.";
+ mes(.@n$);
+ mes("Great job. Now, all you");
+ mes("need to do is destroy this");
+ mes("Emperium to gain ownership");
+ mes("over this stronghold.");
close;
}
if (getcharid(CHAR_ID_GUILD) == .@GID) {
if (strcharinfo(PC_NAME) != getguildmaster(.@GID)) {
- mes .@n$;
- mes "As guardian of this";
- mes "stronghold, I answer only";
- mes "to the master of the guild";
- mes "that controls this place.";
+ mes(.@n$);
+ mes("As guardian of this");
+ mes("stronghold, I answer only");
+ mes("to the master of the guild");
+ mes("that controls this place.");
close;
}
else {
if (!agitcheck2()) {
- mes .@n$;
- mes "I am "+strnpcinfo(NPC_NAME_VISIBLE)+", guardian of";
- mes "this stronghold. For now,";
- mes "all is quiet in this place.";
+ mes(.@n$);
+ mesf("I am %s, guardian of", strnpcinfo(NPC_NAME_VISIBLE));
+ mes("this stronghold. For now,");
+ mes("all is quiet in this place.");
next;
switch(select("Converse", "Cancel")) {
case 1:
- mes .@n$;
- mes "Do you have any questions";
- mes "about this stronghold?";
+ mes(.@n$);
+ mes("Do you have any questions");
+ mes("about this stronghold?");
next;
switch(select("Guardian Stones", "Fortress Gates", "Link Flags", "Battle Strategy", "Cancel")) {
case 1:
- mes .@n$;
- mes "There is one Emperium";
- mes "and two Guardian Stones in";
- mes "each fortress. These stones";
- mes "are the first line of defense,";
- mes "and must be destroyed before";
- mes "enemies can even enter.";
+ mes(.@n$);
+ mes("There is one Emperium");
+ mes("and two Guardian Stones in");
+ mes("each fortress. These stones");
+ mes("are the first line of defense,");
+ mes("and must be destroyed before");
+ mes("enemies can even enter.");
next;
- mes .@n$;
- mes "The stones are located in";
- mes "^4D4DFFGate Houses^000000 which must be";
- mes "protected to prevent enemies";
- mes "from reaching the Emperium.";
- mes "Guardian Stones can ^4D4DFFrecall";
- mes "your Guardians^000000 for protection.";
+ mes(.@n$);
+ mes("The stones are located in");
+ mes("^4D4DFFGate Houses^000000 which must be");
+ mes("protected to prevent enemies");
+ mes("from reaching the Emperium.");
+ mes("Guardian Stones can ^4D4DFFrecall");
+ mes("your Guardians^000000 for protection.");
next;
- mes .@n$;
- mes "Fortresses with higher levels";
- mes "of defense can summon more";
- mes "Guardians: this is why it is";
- mes "so important for guilds to";
- mes "invest in Defense Growth.";
+ mes(.@n$);
+ mes("Fortresses with higher levels");
+ mes("of defense can summon more");
+ mes("Guardians: this is why it is");
+ mes("so important for guilds to");
+ mes("invest in Defense Growth.");
next;
- mes .@n$;
- mes "Guardian Stones that have";
- mes "been destroyed can be revived";
- mes "after a certain time, but one of the guild members must give";
- mes "me the order. I can also report the status of the Guardian Stones.";
+ mes(.@n$);
+ mes("Guardian Stones that have");
+ mes("been destroyed can be revived");
+ mes("after a certain time, but one of the guild members must give");
+ mes("me the order. I can also report the status of the Guardian Stones.");
close;
case 2:
- mes .@n$;
- mes "^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,";
- mes "and are protected by extra barricades activated by the Guardian Stones.";
- mes "These gates are located in three different parts of the fortress.";
+ mes(.@n$);
+ mes("^4D4DFFFortress Gates^000000 are the second line of guild stronghold defense,");
+ mes("and are protected by extra barricades activated by the Guardian Stones.");
+ mes("These gates are located in three different parts of the fortress.");
next;
- mes .@n$;
- mes "Barricades are protected by";
- mes "Guardian Stones, and are";
- mes "restored when the Guardian";
- mes "Stones are retrieved. However,";
- mes "it is not as easy to restore";
- mes "destroyed Fortress Gates.";
+ mes(.@n$);
+ mes("Barricades are protected by");
+ mes("Guardian Stones, and are");
+ mes("restored when the Guardian");
+ mes("Stones are retrieved. However,");
+ mes("it is not as easy to restore");
+ mes("destroyed Fortress Gates.");
next;
- mes .@n$;
- mes "Fortress Gates can only be";
- mes "restored when the ^4D4DFFguild";
- mes "master of a stronghold";
- mes "changes^000000, or if ^4D4DFFrestoration";
- mes "is requested by the guild";
- mes "master of the stronghold^000000.";
+ mes(.@n$);
+ mes("Fortress Gates can only be");
+ mes("restored when the ^4D4DFFguild");
+ mes("master of a stronghold");
+ mes("changes^000000, or if ^4D4DFFrestoration");
+ mes("is requested by the guild");
+ mes("master of the stronghold^000000.");
close;
case 3:
- mes .@n$;
- mes "Strongholds have many";
- mes "Link Flags that allow you";
- mes "to access vital areas within";
- mes "restrictions placed by the";
- mes "Barricades. Usually, ^4D4DFFFlag 1";
- mes "links to the Gate House^000000.";
+ mes(.@n$);
+ mes("Strongholds have many");
+ mes("Link Flags that allow you");
+ mes("to access vital areas within");
+ mes("restrictions placed by the");
+ mes("Barricades. Usually, ^4D4DFFFlag 1");
+ mes("links to the Gate House^000000.");
next;
- mes .@n$;
- mes "Many flags link directly to";
- mes "the flag near the Emperium.";
- mes "The final numbered flag is";
- mes "linked to the Convenience";
- mes "Facility of the stronghold's";
- mes "owner. Keep this in mind.";
+ mes(.@n$);
+ mes("Many flags link directly to");
+ mes("the flag near the Emperium.");
+ mes("The final numbered flag is");
+ mes("linked to the Convenience");
+ mes("Facility of the stronghold's");
+ mes("owner. Keep this in mind.");
close;
case 4:
- mes .@n$;
- mes "Strategy? It would be better";
- mes "to develop your battle plan to";
- mes "exploit your guild's advantages";
- mes "and your enemies' weaknesses.";
- mes "Use the Gate Houses and Barricades, and rebuild as quickly as you can!";
+ mes(.@n$);
+ mes("Strategy? It would be better");
+ mes("to develop your battle plan to");
+ mes("exploit your guild's advantages");
+ mes("and your enemies' weaknesses.");
+ mes("Use the Gate Houses and Barricades, and rebuild as quickly as you can!");
close;
case 5:
- mes .@n$;
- mes "You have no questions";
- mes "to ask of me? Well, I'm";
- mes "here to serve your needs.";
+ mes(.@n$);
+ mes("You have no questions");
+ mes("to ask of me? Well, I'm");
+ mes("here to serve your needs.");
close;
}
case 2:
- mes .@n$;
- mes "I'm always here, so";
- mes "feel free to request my";
- mes "assistance whenever";
- mes "the need arises.";
+ mes(.@n$);
+ mes("I'm always here, so");
+ mes("feel free to request my");
+ mes("assistance whenever");
+ mes("the need arises.");
close;
}
}
else {
- mes .@n$;
- mes "Greetings, "+strcharinfo(PC_NAME)+".";
- mes "What are your orders?";
+ mes(.@n$);
+ mesf("Greetings, %s.", strcharinfo(PC_NAME));
+ mes("What are your orders?");
next;
switch(select("Increase Stronghold Defense", "Situational Briefing", "Cancel")) {
case 1:
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]")) {
if (getgdskilllv(.@GID,10002) == 0) {
- mes .@n$;
- mes "I'm sorry, but the Guardian";
- mes "Stones aren't powerful enough";
- mes "to summon Guardians yet. We";
- mes "need to accumulate more";
- mes "knowledge before they can";
- mes "summon any Guardians.";
+ mes(.@n$);
+ mes("I'm sorry, but the Guardian");
+ mes("Stones aren't powerful enough");
+ mes("to summon Guardians yet. We");
+ mes("need to accumulate more");
+ mes("knowledge before they can");
+ mes("summon any Guardians.");
close;
}
else {
- mes .@n$;
- mes "I shall endeavor to summon";
- mes "a Guardian through a Guardian";
- mes "Stone. However, keep in mind";
- mes "that this will not work if the";
- mes "Guardian Stone is destroyed.";
+ mes(.@n$);
+ mes("I shall endeavor to summon");
+ mes("a Guardian through a Guardian");
+ mes("Stone. However, keep in mind");
+ mes("that this will not work if the");
+ mes("Guardian Stone is destroyed.");
setd "$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[5]",1;
if (!getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]"))
donpcevent "gard1#"+strnpcinfo(NPC_MAP)+"::OnEnable";
@@ -813,35 +813,35 @@ OnStartArena:
}
}
else {
- mes .@n$;
- mes "You've already commanded";
- mes "me to summon a Guardian";
- mes "to defend the stronghold.";
+ mes(.@n$);
+ mes("You've already commanded");
+ mes("me to summon a Guardian");
+ mes("to defend the stronghold.");
close;
}
case 2:
- mes .@n$;
- mes "Our defense status is...";
+ mes(.@n$);
+ mes("Our defense status is...");
setarray .@status$[0],"^4D4DFFOperational","^FF0000Destroyed","^008000Repairing";
- mes "1st Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]+"^000000";
- mes "2nd Guardian Stone: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]+"^000000";
- mes "1st Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]+"^000000";
- mes "2nd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]+"^000000";
- mes "3rd Fortress Gate: "+.@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]+"^000000";
+ mesf("1st Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[0]")]);
+ mesf("2nd Guardian Stone: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[1]")]);
+ mesf("1st Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[2]")]);
+ mesf("2nd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[3]")]);
+ mesf("3rd Fortress Gate: %s^000000", .@status$[getd("$agit_"+strnpcinfo(NPC_NAME_HIDDEN)+"[4]")]);
close;
case 3:
- mes .@n$;
- mes "I'll be standing by,";
- mes "awaiting your orders.";
+ mes(.@n$);
+ mes("I'll be standing by,");
+ mes("awaiting your orders.");
close;
}
}
}
}
else {
- mes .@n$;
- mes "Who are you? Scoundrel!";
- mes "Leave this stronghold now!";
+ mes(.@n$);
+ mes("Who are you? Scoundrel!");
+ mes("Leave this stronghold now!");
close;
}
@@ -855,35 +855,35 @@ OnInit:
cutin "kafra_01",2;
.@GID = getcastledata(strnpcinfo(NPC_MAP),1);
if (getcharid(CHAR_ID_GUILD) == .@GID && getgdskilllv(.@GID,10001)) {
- mes "[Kafra Employee]";
- mes "Welcome, proud member";
- mes "of the ^FF0000"+getguildname(.@GID)+"^000000 Guild!";
- mes "The Kafra Corporation is ready";
- mes "to assist you wherever you go!";
+ mes("[Kafra Employee]");
+ mes("Welcome, proud member");
+ mesf("of the ^FF0000%s^000000 Guild!", getguildname(.@GID));
+ mes("The Kafra Corporation is ready");
+ mes("to assist you wherever you go!");
next;
switch(select("Use Storage", "Use Warp Service", "Rent Pushcart", "Cancel")) {
case 1:
if (basicskillcheck() && getskilllv("NV_BASIC") < 6) {
- mes "[Kafra Employee]";
- mes "I'm so sorry, but you must";
- mes "have at least Novice Skill";
- mes "Lv.6 to use the Storage.";
+ mes("[Kafra Employee]");
+ mes("I'm so sorry, but you must");
+ mes("have at least Novice Skill");
+ mes("Lv.6 to use the Storage.");
}
else openstorage;
break;
case 2:
- mes "[Kafra Employee]";
- mes "Please tell me your";
- mes "Warp destination.";
+ mes("[Kafra Employee]");
+ mes("Please tell me your");
+ mes("Warp destination.");
next;
switch(select("Rachel -> 200 z", "Cancel")) {
case 1:
if (Zeny < 200) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough Zeny to pay";
- mes "the warp fee. Would you";
- mes "please check your funds again?";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but you don't");
+ mes("have enough Zeny to pay");
+ mes("the warp fee. Would you");
+ mes("please check your funds again?");
close2;
cutin "kafra_01",255;
end;
@@ -898,30 +898,30 @@ OnInit:
break;
case 3:
if (BaseClass != Job_Merchant) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but the Pushcart";
- mes "rental service can only be";
- mes "used by Merchant, Blacksmith,";
- mes "and Alchemist class characters.";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but the Pushcart");
+ mes("rental service can only be");
+ mes("used by Merchant, Blacksmith,");
+ mes("and Alchemist class characters.");
}
else if (checkcart() == 1) {
- mes "[Kafra Employee]";
- mes "Hm? You've already";
- mes "rented a Pushcart.";
+ mes("[Kafra Employee]");
+ mes("Hm? You've already");
+ mes("rented a Pushcart.");
}
else {
- mes "[Kafra Employee]";
- mes "The Pushcart rental fee";
- mes "is 800 Zeny. Would you";
- mes "like to rent a Pushcart?";
+ mes("[Kafra Employee]");
+ mes("The Pushcart rental fee");
+ mes("is 800 Zeny. Would you");
+ mes("like to rent a Pushcart?");
next;
switch(select("Rent Pushcart", "Cancel")) {
case 1:
if (Zeny < 800) {
- mes "[Kafra Employee]";
- mes "I'm sorry, but you don't";
- mes "have enough Zeny to rent";
- mes "one of our Pushcarts.";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but you don't");
+ mes("have enough Zeny to rent");
+ mes("one of our Pushcarts.");
close2;
cutin "kafra_01",255;
end;
@@ -935,11 +935,11 @@ OnInit:
}
break;
case 4:
- mes "[Kafra Employee]";
- mes "Thank you for using the";
- mes "Kafra Service. Wherever";
- mes "you go, Kafra will be";
- mes "there to support you!";
+ mes("[Kafra Employee]");
+ mes("Thank you for using the");
+ mes("Kafra Service. Wherever");
+ mes("you go, Kafra will be");
+ mes("there to support you!");
close2;
cutin "kafra_01",255;
end;
@@ -949,13 +949,13 @@ OnInit:
end;
}
else {
- mes "[Kafra Employee]";
- mes "I'm sorry, but I've been";
- mes "exclusively contracted";
- mes "to the members of the";
- mes "^FF0000"+getguildname(.@GID)+"^000000 Guild.";
- mes "You'll have to ask another";
- mes "Kafra Employee to help you...";
+ mes("[Kafra Employee]");
+ mes("I'm sorry, but I've been");
+ mes("exclusively contracted");
+ mes("to the members of the");
+ mesf("^FF0000%s^000000 Guild.", getguildname(.@GID));
+ mes("You'll have to ask another");
+ mes("Kafra Employee to help you...");
close2;
cutin "kafra_01",255;
end;
@@ -968,54 +968,54 @@ OnInit:
.@num = atoi(charat(strnpcinfo(NPC_NAME_VISIBLE),0));
.@var$ = "$agit_"+strnpcinfo(NPC_NAME_HIDDEN);
if (getcharid(CHAR_ID_GUILD) == .@GID) {
- mes "^3355FFYou will need the";
- mes "following materials to";
- mes "rebuild a destroyed";
- mes "Guardian Stone.^000000";
+ mes("^3355FFYou will need the");
+ mes("following materials to");
+ mes("rebuild a destroyed");
+ mes("Guardian Stone.^000000");
next;
- mes "1 Oridecon";
- mes "1 Elunium";
- mes "30 Stones";
- mes "5 Blue Gemstones";
- mes "5 Yellow Gemstones";
- mes "5 Red Gemstones";
+ mes("1 Oridecon");
+ mes("1 Elunium");
+ mes("30 Stones");
+ mes("5 Blue Gemstones");
+ mes("5 Yellow Gemstones");
+ mes("5 Red Gemstones");
next;
- mes "^3355FFDo you want to continue?^000000";
+ mes("^3355FFDo you want to continue?^000000");
next;
if(select("No", "Continue") == 1) {
- mes "^3355FFWork canceled.^000000";
+ mes("^3355FFWork canceled.^000000");
close;
}
if ((countitem(Oridecon) > 0) && (countitem(Elunium) > 0) && (countitem(Stone) > 29) && (countitem(Blue_Gemstone) > 4) && (countitem(Yellow_Gemstone) > 4) && (countitem(Red_Gemstone) > 4)) {
- mes "^3355FFArrange Stones, Elunium, and";
- mes "Oridecon, in that order, in the";
- mes "center. Then you must arrange";
- mes "the enchanted Gemstones to";
- mes "rebuild the Guardian Stone.^000000";
+ mes("^3355FFArrange Stones, Elunium, and");
+ mes("Oridecon, in that order, in the");
+ mes("center. Then you must arrange");
+ mes("the enchanted Gemstones to");
+ mes("rebuild the Guardian Stone.^000000");
next;
setarray .@stone$[0],"Elunium","Oridecon","Stones";
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 2) .@nice += 10;
- mes "^3355FF"+.@stone$[.@i]+" has been";
- mes "placed in the center.^000000";
+ mesf("^3355FF%s has been", .@stone$[.@i]);
+ mes("placed in the center.^000000");
next;
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 0) .@nice += 10;
- mes "^3355FFYou have lined the";
- mes "outside of the center";
- mes "with some "+.@stone$[.@i]+".^000000";
+ mes("^3355FFYou have lined the");
+ mes("outside of the center");
+ mesf("with some %s.^000000", .@stone$[.@i]);
next;
.@i = select("Elunium", "Oridecon", "Stone")-1;
if (.@i == 1) .@nice += 10;
- mes "^3355FFYou covered the";
- mes "rest of the materials";
- mes "with some "+.@stone$[.@i]+".^000000";
+ mes("^3355FFYou covered the");
+ mes("rest of the materials");
+ mesf("with some %s.^000000", .@stone$[.@i]);
next;
- mes "^3355FFNow you need to arrange";
- mes "the enchanted Gemstones";
- mes "accordingly. You can identify";
- mes "their Magic properties by";
- mes "their casting effect.^000000";
+ mes("^3355FFNow you need to arrange");
+ mes("the enchanted Gemstones");
+ mes("accordingly. You can identify");
+ mes("their Magic properties by");
+ mes("their casting effect.^000000");
next;
setarray .@effect[0],56,54,225;
setarray .@color$[0],"Red","Yellow","Blue";
@@ -1023,17 +1023,17 @@ OnInit:
if (.@roof0 > 7) break;
.@i = rand(3);
specialeffect .@effect[.@i];
- mes "^3355FFThe Gemstones must";
- mes "be arranged in the correct";
- mes "order according to their";
- mes "magic properties and power.^000000";
+ mes("^3355FFThe Gemstones must");
+ mes("be arranged in the correct");
+ mes("order according to their");
+ mes("magic properties and power.^000000");
next;
.@j = select("Red Gemstone", "Yellow Gemstone", "Blue Gemstone")-1;
- mes "^3355FFYou placed the "+.@color$[.@j]+" Gemstone.^000000";
+ mesf("^3355FFYou placed the %s Gemstone.^000000", .@color$[.@j]);
if (.@i == .@j) {
- mes "^3355FFHowever, the Guardian Stone";
- mes "Repair System failed because";
- mes "of a magic power conflict.^000000";
+ mes("^3355FFHowever, the Guardian Stone");
+ mes("Repair System failed because");
+ mes("of a magic power conflict.^000000");
close;
}
.@nice += 10;
@@ -1043,23 +1043,23 @@ OnInit:
}
if (.@nice > 90) {
if (!getd(.@var$+"["+(.@num-1)+"]")) {
- mes "^3355FFThe Guardian Stone";
- mes "Repair System has";
- mes "already completed.^000000";
+ mes("^3355FFThe Guardian Stone");
+ mes("Repair System has");
+ mes("already completed.^000000");
close;
}
else {
if (!agitcheck2()) {
- mes "^3355FFIt is impossible to";
- mes "rebuild the Guardian";
- mes "Stone because the";
- mes "Emperium is not present.^000000";
+ mes("^3355FFIt is impossible to");
+ mes("rebuild the Guardian");
+ mes("Stone because the");
+ mes("Emperium is not present.^000000");
close;
}
else {
- mes "^3355FFThe Gemstones have been";
- mes "arranged, and the Guardian";
- mes "Stone is successfully repaired.^000000";
+ mes("^3355FFThe Gemstones have been");
+ mes("arranged, and the Guardian");
+ mes("Stone is successfully repaired.^000000");
delitem Oridecon,1;
delitem Elunium,1;
delitem Stone,30;
@@ -1084,10 +1084,10 @@ OnInit:
}
}
else {
- mes "^3355FFAfter all of that work...";
- mes "It looks like you failed";
- mes "to fix the Guardian Stone,";
- mes "and lost some materials.^000000";
+ mes("^3355FFAfter all of that work...");
+ mes("It looks like you failed");
+ mes("to fix the Guardian Stone,");
+ mes("and lost some materials.^000000");
delitem Stone,10;
delitem Blue_Gemstone,2;
delitem Yellow_Gemstone,2;
@@ -1096,9 +1096,9 @@ OnInit:
}
}
else {
- mes "^3355FFYou don't have enough";
- mes "materials to repair";
- mes "the Guardian Stone.^000000";
+ mes("^3355FFYou don't have enough");
+ mes("materials to repair");
+ mes("the Guardian Stone.^000000");
close;
}
}
@@ -1123,24 +1123,24 @@ OnEnable:
if (getcharid(CHAR_ID_GUILD) == .@GID) {
if (strcharinfo(PC_NAME) == getguildmaster(.@GID)) {
if (getd(.@var$+"["+(.@num+1)+"]") == 2) {
- mes "^3355FFDemolished Fortress";
- mes "Gates can be repaired,";
- mes "but you will need to gather";
- mes "the following materials.^000000";
+ mes("^3355FFDemolished Fortress");
+ mes("Gates can be repaired,");
+ mes("but you will need to gather");
+ mes("the following materials.^000000");
next;
- mes "^4D4DFF10 Steel^000000,";
- mes "^4D4DFF30 Trunks^000000,";
- mes "^4D4DFF5 Oridecon^000000, and";
- mes "^4D4DFF10 Emveretarcon^000000.";
+ mes("^4D4DFF10 Steel^000000,");
+ mes("^4D4DFF30 Trunks^000000,");
+ mes("^4D4DFF5 Oridecon^000000, and");
+ mes("^4D4DFF10 Emveretarcon^000000.");
next;
select("Continue");
if ((countitem(Wooden_Block) > 29) && (countitem(Steel) > 9) && (countitem(Emveretarcon) > 9) && (countitem(Oridecon) > 4)) {
- mes "^3355FFYou will need Trunks to";
- mes "repair the support frame,";
- mes "Oridecon to enhance the";
- mes "gate's endurance, and";
- mes "Emveretarcon to basically";
- mes "hold everything together.^000000";
+ mes("^3355FFYou will need Trunks to");
+ mes("repair the support frame,");
+ mes("Oridecon to enhance the");
+ mes("gate's endurance, and");
+ mes("Emveretarcon to basically");
+ mes("hold everything together.^000000");
next;
.@ro_of01 = rand(10,15);
while(1) {
@@ -1148,68 +1148,68 @@ OnEnable:
else {
switch(rand(1,4)) {
case 1:
- mes "^3355FFThe support frame";
- mes "is badly damaged:";
- mes "fixing this part";
- mes "is a top priority.^000000";
+ mes("^3355FFThe support frame");
+ mes("is badly damaged:");
+ mes("fixing this part");
+ mes("is a top priority.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFThe frame has been";
- mes "reinforced with wood.^000000";
+ mes("^3355FFThe frame has been");
+ mes("reinforced with wood.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using steel,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using emveretarcon");
+ mes("to reinforce the gate, but it's");
+ mes("not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using oridecon,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
}
break;
case 2:
- mes "^3355FFIt looks like the gate's";
- mes "overall endurance needs to";
- mes "be reinforced with something.^000000";
+ mes("^3355FFIt looks like the gate's");
+ mes("overall endurance needs to");
+ mes("be reinforced with something.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFYou tried using wood";
- mes "to reinforce the gate.^000000";
+ mes("^3355FFYou tried using wood");
+ mes("to reinforce the gate.^000000");
++.@ro_of02;
next;
break;
case 2:
- mes "^3355FFYou tried using steel";
- mes "to reinforce the gate, but";
- mes "it's not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using steel");
+ mes("to reinforce the gate, but");
+ mes("it's not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using emveretarcon");
+ mes("to reinforce the gate, but it's");
+ mes("not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 4:
- mes "^3355FFYou hammered the";
- mes "oridecon: it looks";
- mes "like this will work.^000000";
+ mes("^3355FFYou hammered the");
+ mes("oridecon: it looks");
+ mes("like this will work.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
@@ -1218,92 +1218,92 @@ OnEnable:
}
break;
case 3:
- mes "^3355FFThe damage to the gate";
- mes "has caused all these";
- mes "cracks. You'll have to";
- mes "weld them solid somehow.^000000";
+ mes("^3355FFThe damage to the gate");
+ mes("has caused all these");
+ mes("cracks. You'll have to");
+ mes("weld them solid somehow.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
+ mes("^3355FFYou tried using wood to fix");
+ mes("this problem, but it seems");
+ mes("to have made it worse.");
+ mes("You'll have to start all over.^000000");
close;
case 2:
- mes "^3355FFYou used steel to weld";
- mes "all the cracks: the gate is";
- mes "is starting to look more solid.^000000";
+ mes("^3355FFYou used steel to weld");
+ mes("all the cracks: the gate is");
+ mes("is starting to look more solid.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 3:
- mes "^3355FFYou tried using emveretarcon";
- mes "to reinforce the gate, but it's";
- mes "not working well at all.";
- mes "You'll have to start over.^000000";
+ mes("^3355FFYou tried using emveretarcon");
+ mes("to reinforce the gate, but it's");
+ mes("not working well at all.");
+ mes("You'll have to start over.^000000");
close;
case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using oridecon,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
}
break;
case 4:
- mes "^3355FFNow you need to make";
- mes "sure that the gate is held";
- mes "together pretty solidly.^000000";
+ mes("^3355FFNow you need to make");
+ mes("sure that the gate is held");
+ mes("together pretty solidly.^000000");
next;
switch(select("Trunk", "Steel", "Emveretarcon", "Oridecon")) {
case 1:
- mes "^3355FFYou tried using wood to fix";
- mes "this problem, but it seems";
- mes "to have made it worse.";
- mes "You'll have to start all over.^000000";
+ mes("^3355FFYou tried using wood to fix");
+ mes("this problem, but it seems");
+ mes("to have made it worse.");
+ mes("You'll have to start all over.^000000");
close;
case 2:
- mes "^3355FFYou tried using steel,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using steel,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
case 3:
- mes "^3355FFYou successfully used";
- mes "the emveretarcon to repair";
- mes "much of the gate's damage.^000000";
+ mes("^3355FFYou successfully used");
+ mes("the emveretarcon to repair");
+ mes("much of the gate's damage.^000000");
++.@rp_temp;
++.@ro_of02;
specialeffect(EF_REPAIRWEAPON, AREA, playerattached());
next;
break;
case 4:
- mes "^3355FFYou tried using oridecon,";
- mes "but it's not working very";
- mes "well. You'll have to try";
- mes "something else.^000000";
+ mes("^3355FFYou tried using oridecon,");
+ mes("but it's not working very");
+ mes("well. You'll have to try");
+ mes("something else.^000000");
close;
}
}
}
}
- mes "^3355FFWell, it looks like";
- mes "you're just about done";
- mes "with repairing the gate.^000000";
+ mes("^3355FFWell, it looks like");
+ mes("you're just about done");
+ mes("with repairing the gate.^000000");
next;
if (!agitcheck2()) {
- mes "^3355FFUnfortunately, the Fortress";
- mes "Gate can't be reconstructed:";
- mes "the Emperium is no longer here.^000000";
+ mes("^3355FFUnfortunately, the Fortress");
+ mes("Gate can't be reconstructed:");
+ mes("the Emperium is no longer here.^000000");
close;
}
else {
if (.@rp_temp == .@ro_of01) {
- mes "^3355FFThe Fortress Gate has";
- mes "been successfully repaired!^000000";
+ mes("^3355FFThe Fortress Gate has");
+ mes("been successfully repaired!^000000");
delitem Wooden_Block,30;
delitem Steel,10;
delitem Emveretarcon,10;
@@ -1323,11 +1323,11 @@ OnEnable:
end;
}
else {
- mes "^3355FFThe wall has been breached,";
- mes "and the attempt to repair the";
- mes "Fortress Gate has failed.";
- mes "You lost some of your";
- mes "repair resources...^000000";
+ mes("^3355FFThe wall has been breached,");
+ mes("and the attempt to repair the");
+ mes("Fortress Gate has failed.");
+ mes("You lost some of your");
+ mes("repair resources...^000000");
delitem Oridecon,2;
delitem Steel,4;
delitem Wooden_Block,14;
@@ -1337,9 +1337,9 @@ OnEnable:
}
}
else {
- mes "^3355FFYou can't attempt to repair";
- mes "the Fortress Gate if you don't";
- mes "have all the needed materials.^000000";
+ mes("^3355FFYou can't attempt to repair");
+ mes("the Fortress Gate if you don't");
+ mes("have all the needed materials.^000000");
close;
}
}
@@ -1738,28 +1738,28 @@ OnDisable:
function script LinkFlag {
if (!getcharid(CHAR_ID_GUILD) || getcharid(CHAR_ID_GUILD) != getcastledata(strnpcinfo(NPC_MAP),1)) end;
if (getarg(0) == "Convenience Facility") {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to the";
- mes "Convenience Facility for";
- mes "guild members?^000000";
+ mes("^3355FFThis is the Stronghold");
+ mes("Teleport Service. Would");
+ mes("you like to teleport to the");
+ mes("Convenience Facility for");
+ mes("guild members?^000000");
if(select("Go to Convenience Facility", "Cancel") == 1)
warp strnpcinfo(NPC_MAP),getarg(1),getarg(2);
close;
}
if (getarg(0) == "Emperium Center") {
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Would";
- mes "you like to teleport to";
- mes "the Emperium Center?^000000";
+ mes("^3355FFThis is the Stronghold");
+ mes("Teleport Service. Would");
+ mes("you like to teleport to");
+ mes("the Emperium Center?^000000");
if(select("Teleport", "Cancel") == 1)
warp strnpcinfo(NPC_MAP),getarg(1),getarg(2);
close;
}
- mes "^3355FFThis is the Stronghold";
- mes "Teleport Service. Please";
- mes "choose a destination";
- mes "within the stronghold.^000000";
+ mes("^3355FFThis is the Stronghold");
+ mes("Teleport Service. Please");
+ mes("choose a destination");
+ mes("within the stronghold.^000000");
for (.@i = 0; .@i<getargcount(); .@i += 3)
.@menu$ += getarg(.@i)+":";
.@menu$ += "Cancel";
@@ -1774,20 +1774,20 @@ function script ReturnFlag {
.@str$ = (compare(strnpcinfo(NPC_MAP),"aru"))?"Arunafeltz":"Schwaltzvalt";
.@GID = getcastledata(getarg(0),1);
if (!.@GID) {
- mes "[ "+.@str$+" Royal Edict ]";
- mes "The Holy Kingdom of";
- mes .@str$+" declares that";
- mes "one has yet to claim lordship";
- mes "over this stronghold. The one";
- mes "that breaks the Emperium will";
- mes "be recognized as its new owner.";
+ mesf("[ %s Royal Edict ]", .@str$);
+ mes("The Holy Kingdom of");
+ mesf("%s declares that", .@str$);
+ mes("one has yet to claim lordship");
+ mes("over this stronghold. The one");
+ mes("that breaks the Emperium will");
+ mes("be recognized as its new owner.");
close;
}
if (getcharid(CHAR_ID_GUILD) == .@GID && getarg(1,0)) {
- mes "[ Ringing Voice ]";
- mes "Courageous one,";
- mes "do you wish to return";
- mes "to your stronghold?";
+ mes("[ Ringing Voice ]");
+ mes("Courageous one,");
+ mes("do you wish to return");
+ mes("to your stronghold?");
next;
if(select("Return to the Stronghold", "Cancel") == 1 && getcharid(CHAR_ID_GUILD) == getcastledata(getarg(0),1)) {
if (compare(getarg(0),"arug")) {
@@ -1804,27 +1804,27 @@ function script ReturnFlag {
}
close;
}
- mes "[ "+.@str$+" Royal Edict ]";
- mes "The Holy Kingdom of";
- mes .@str$+" decrees that";
- mes "this stronghold is owned";
- mes "by the ^FF0000"+getguildname(.@GID)+"^000000 Guild.";
+ mesf("[ %s Royal Edict ]", .@str$);
+ mes("The Holy Kingdom of");
+ mesf("%s decrees that", .@str$);
+ mes("this stronghold is owned");
+ mesf("by the ^FF0000%s^000000 Guild.", getguildname(.@GID));
next;
- mes "[ "+.@str$+" Royal Edict ]";
- mes "^FF0000"+getguildmaster(.@GID)+"^000000 is";
- mes "Guild Master of ^FF0000"+getguildname(.@GID)+"^000000.";
- mes "Any that object must claim this";
- mes "stronghold through strength of";
- mes "steel and magic during the";
- mes "appointed Guild Siege times.";
+ mesf("[ %s Royal Edict ]", .@str$);
+ mesf("^FF0000%s^000000 is", getguildmaster(.@GID));
+ mesf("Guild Master of ^FF0000%s^000000.", getguildname(.@GID));
+ mes("Any that object must claim this");
+ mes("stronghold through strength of");
+ mes("steel and magic during the");
+ mes("appointed Guild Siege times.");
close;
}
//== Treasure Room Switches ================================
- script Switch#template FAKE_NPC,{
- mes " ";
- mes "^3355FFWill you pull";
- mes "this small lever?^000000";
+ mes(" ");
+ mes("^3355FFWill you pull");
+ mes("this small lever?^000000");
next;
if(select("Pull Lever", "Cancel") == 2) close;
if (compare(strnpcinfo(NPC_MAP),"arug")) {
@@ -1844,7 +1844,7 @@ function script ReturnFlag {
//== Guild Dungeon Warps ===================================
- script Sunflower#template FAKE_NPC,{
if (getcharid(CHAR_ID_GUILD) == getcastledata(strnpcinfo(NPC_MAP),1)) {
- mes "- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -";
+ mes("- It's an amazingly huge sunflower; as big as a human! ... You feel something mysterious emanating from the flower. -");
next;
switch(select("Hold the stem.", "Do nothing.")) {
case 1:
@@ -1862,7 +1862,7 @@ function script ReturnFlag {
warp .@map$,.@mapx[.@i],.@mapy[.@i];
close;
case 2:
- mes "It's too scary to touch unknown things.";
+ mes("It's too scary to touch unknown things.");
close;
}
}