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authorThe Kandiman <kandiman@kandiman.(none)>2011-08-27 00:54:21 -0400
committerJessica Tölke <jtoelke@mail.upb.de>2011-08-27 18:14:36 +0200
commitc8e0ce7f52ae0c8c4965170c9a3382005fd4231d (patch)
tree58bcf383f2220d3a45ea39c828fd25fc8db59058 /world/map/npc/001-1
parent4b5ae2226b50c2c381ed7b9b0459b1778d2ac1ee (diff)
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First set of conversions to using 4 spaces in place of tabs. Also replaced tabs with pipes in headers. Map 001-1 complete.
Diffstat (limited to 'world/map/npc/001-1')
-rw-r--r--world/map/npc/001-1/banker.txt10
-rw-r--r--world/map/npc/001-1/barber.txt16
-rw-r--r--world/map/npc/001-1/bard.txt205
-rw-r--r--world/map/npc/001-1/bernard.txt163
-rw-r--r--world/map/npc/001-1/bleacher.txt275
-rw-r--r--world/map/npc/001-1/children.txt180
-rw-r--r--world/map/npc/001-1/constable.txt10
-rw-r--r--world/map/npc/001-1/elanore.txt981
-rw-r--r--world/map/npc/001-1/entertainer.txt56
-rw-r--r--world/map/npc/001-1/gossip.txt116
-rw-r--r--world/map/npc/001-1/guards.txt135
-rw-r--r--world/map/npc/001-1/guide.txt289
-rw-r--r--world/map/npc/001-1/luca.txt215
-rw-r--r--world/map/npc/001-1/merchant.txt2
-rw-r--r--world/map/npc/001-1/mikhail.txt2
-rw-r--r--world/map/npc/001-1/monster_guide.txt66
-rw-r--r--world/map/npc/001-1/npcs.txt32
-rw-r--r--world/map/npc/001-1/rewards_master.txt192
-rw-r--r--world/map/npc/001-1/sandra.txt145
-rw-r--r--world/map/npc/001-1/sarah.txt125
-rw-r--r--world/map/npc/001-1/soul-menhir.txt18
-rw-r--r--world/map/npc/001-1/trader.txt257
-rw-r--r--world/map/npc/001-1/vincent.txt175
23 files changed, 1794 insertions, 1871 deletions
diff --git a/world/map/npc/001-1/banker.txt b/world/map/npc/001-1/banker.txt
index 445b0ebf..6dfc5bc3 100644
--- a/world/map/npc/001-1/banker.txt
+++ b/world/map/npc/001-1/banker.txt
@@ -1,8 +1,8 @@
//
-001-1.gat,57,52,0 script Tybalt 107,{
- callfunc "ClearVariables";
- set @npcname$, "Tybalt";
- callfunc "Banker";
- close;
+001-1.gat,57,52,0|script|Tybalt|107,{
+ callfunc "ClearVariables";
+ set @npcname$, "Tybalt";
+ callfunc "Banker";
+ close;
}
diff --git a/world/map/npc/001-1/barber.txt b/world/map/npc/001-1/barber.txt
index 502e5401..4a0b9d57 100644
--- a/world/map/npc/001-1/barber.txt
+++ b/world/map/npc/001-1/barber.txt
@@ -1,11 +1,11 @@
//
-001-1.gat,53,38,0 script Nicolas 100,{
- mes "[Nicolas the Barber]";
- mes "\"Do you need a barber?\"";
- next;
- callfunc "Barber";
- mes "[Nicolas the Barber]";
- mes "\"Come again!\"";
- close;
+001-1.gat,53,38,0|script|Nicolas|100,{
+ mes "[Nicolas the Barber]";
+ mes "\"Do you need a barber?\"";
+ next;
+ callfunc "Barber";
+ mes "[Nicolas the Barber]";
+ mes "\"Come again!\"";
+ close;
}
diff --git a/world/map/npc/001-1/bard.txt b/world/map/npc/001-1/bard.txt
index 9de957e1..c4a340ba 100644
--- a/world/map/npc/001-1/bard.txt
+++ b/world/map/npc/001-1/bard.txt
@@ -1,128 +1,129 @@
//
-//001-1.gat,46,76,0 script Bard 152,{
-001-1.gat,40,73,0 script Bard 152,{
- setarray @songs$, "\"There once was a bard, who had it hard, because a man in dark green, was very mean.\"",
- "\"At Hurnscald inn, there was a person of fairest skin, declining wedding bands from quite a many hands.\"",
- "\"As the Sun sets down in the forest's brown, she whom the fragrance holds counts her gold.\"";
- set @name$, "Bill Ballshaker the Bard";
- mes "[" + @name$ + "]";
- if (Sex)
- mes "\"Greetings, traveler! Have you come to listen to my stories?\"";
- if (!Sex)
- mes "\"Greetings, fair lady! Well met, on such a lovely day! Might I entertain you with a tale or two?\"";
- next;
+//001-1.gat,46,76,0|script|Bard|152,{
+001-1.gat,40,73,0|script|Bard|152,{
+ setarray @songs$, "\"There once was a bard, who had it hard, because a man in dark green, was very mean.\"",
+ "\"At Hurnscald inn, there was a person of fairest skin, declining wedding bands from quite a many hands.\"",
+ "\"As the Sun sets down in the forest's brown, she whom the fragrance holds counts her gold.\"";
+ set @name$, "Bill Ballshaker the Bard";
+ mes "[" + @name$ + "]";
+ if (Sex)
+ mes "\"Greetings, traveler! Have you come to listen to my stories?\"";
+ if (!Sex)
+ mes "\"Greetings, fair lady! Well met, on such a lovely day! Might I entertain you with a tale or two?\"";
+ next;
L_Main:
- menu "Sing me a song, lute man!", L_Song,
- "Have you heard any news?", L_News,
- "What do you know about...", L_Question,
- "Farewell!", -;
- close;
+ menu
+ "Sing me a song, lute man!", L_Song,
+ "Have you heard any news?", L_News,
+ "What do you know about...", L_Question,
+ "Farewell!", -;
+ close;
L_News:
-// mes "[" + @name$ + "]";
-// mes "\"Quite, quite! Rumour has it that Luca the Hunter, from this very town of Tulimshar, has returned from a long journey.\"";
-// next;
-// mes "[" + @name$ + "]";
-// mes "\"Many perilous battles he fought, or so his tales go... I am still working on a sonnet that I wish to dedicate to his exploits.\"";
-// next;
-// mes "[" + @name$ + "]";
-// mes "\"He says that he learned some new skills along the way and wishes to pass them on to others like him, who do not fear the fire of battle!\"";
-// next;
-// mes "[" + @name$ + "]";
-// mes "\"If you are experienced enough, perhaps he will teach you?\"";
-// next;
-// goto L_Main;
+// mes "[" + @name$ + "]";
+// mes "\"Quite, quite! Rumour has it that Luca the Hunter, from this very town of Tulimshar, has returned from a long journey.\"";
+// next;
+// mes "[" + @name$ + "]";
+// mes "\"Many perilous battles he fought, or so his tales go... I am still working on a sonnet that I wish to dedicate to his exploits.\"";
+// next;
+// mes "[" + @name$ + "]";
+// mes "\"He says that he learned some new skills along the way and wishes to pass them on to others like him, who do not fear the fire of battle!\"";
+// next;
+// mes "[" + @name$ + "]";
+// mes "\"If you are experienced enough, perhaps he will teach you?\"";
+// next;
+// goto L_Main;
- mes "[" + @name$ + "]";
- mes "\"News I have for you indeed, lest you have already overheard (for then it would no longer be news to you!)\"";
- next;
- mes "[" + @name$ + "]";
- mes "\"Rumor has it that an ancient source of magic, a Mana Seed, has been sighted in the west, beyond the fair town of Hurnscald.\"";
- next;
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_RUMOUR;
- mes "[" + @name$ + "]";
- mes "\"Whence it came, nobody knows... but they say that sometimes such Mana Seeds may choose a powerful individual to impart some of its mystic power to!\"";
- next;
- mes "[" + @name$ + "]";
- mes "\"I wonder who might be qualified?\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"News I have for you indeed, lest you have already overheard (for then it would no longer be news to you!)\"";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"Rumor has it that an ancient source of magic, a Mana Seed, has been sighted in the west, beyond the fair town of Hurnscald.\"";
+ next;
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_MANASEED_RUMOUR;
+ mes "[" + @name$ + "]";
+ mes "\"Whence it came, nobody knows... but they say that sometimes such Mana Seeds may choose a powerful individual to impart some of its mystic power to!\"";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"I wonder who might be qualified?\"";
+ next;
+ goto L_Main;
L_Question:
- callfunc "MagicTalkOptionsSetup";
- set @ignore, @QQ_ASTRALSOUL;
- callfunc "MagicTalkMenu";
+ callfunc "MagicTalkOptionsSetup";
+ set @ignore, @QQ_ASTRALSOUL;
+ callfunc "MagicTalkMenu";
- if (@c == 0) goto L_Main;
- if (@c == @QQ_ELANORE) goto L_Q_elanore;
- if (@c == @QQ_MANASEED) goto L_Q_manaseed;
- if (@c == @QQ_WYARA) goto L_Q_wyara;
- if (@c == @QQ_SAGATHA) goto L_Q_sagatha;
- if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel;
- if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz;
+ if (@c == 0) goto L_Main;
+ if (@c == @QQ_ELANORE) goto L_Q_elanore;
+ if (@c == @QQ_MANASEED) goto L_Q_manaseed;
+ if (@c == @QQ_WYARA) goto L_Q_wyara;
+ if (@c == @QQ_SAGATHA) goto L_Q_sagatha;
+ if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel;
+ if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz;
- mes "[" + @name$ + "]";
- mes "\"Alas, I know very little about this matter.\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"Alas, I know very little about this matter.\"";
+ next;
+ goto L_Main;
L_Q_oldwiz:
- mes "[" + @name$ + "]";
- mes "\"The old wizard has been an old man for as long as I remember, living near the mountains in his magic hut-- a hut that is bigger on the inside, just like in the old tales of Gyer Filla the Wise....\"";
- next;
- mes "[" + @name$ + "]";
- mes "\"I doubt that they are the same person, though. For one, I have never seen his hut fly. For another, Gyer never took apprentices.\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"The old wizard has been an old man for as long as I remember, living near the mountains in his magic hut-- a hut that is bigger on the inside, just like in the old tales of Gyer Filla the Wise....\"";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"I doubt that they are the same person, though. For one, I have never seen his hut fly. For another, Gyer never took apprentices.\"";
+ next;
+ goto L_Main;
L_Q_elanore:
- mes "[" + @name$ + "]";
- mes "\"Elanore is this town's healer. Rumor has it that she traveled far and wide when she was younger, to learn the deepest secrets of healing magic, after her brother caught a mysterious illness.\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"Elanore is this town's healer. Rumor has it that she traveled far and wide when she was younger, to learn the deepest secrets of healing magic, after her brother caught a mysterious illness.\"";
+ next;
+ goto L_Main;
L_Q_manaseed:
- mes "[" + @name$ + "]";
- mes "\"The Mana Seed is said to be a source of great magic. Perhaps some witch or wizard might know more about it?\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"The Mana Seed is said to be a source of great magic. Perhaps some witch or wizard might know more about it?\"";
+ next;
+ goto L_Main;
L_Q_wyara:
- mes "[" + @name$ + "]";
- mes "\"Wyara is not actually from Hurnscald. As a young witch, she decided to settle down there to help the people of Hurnscald. She is kind and gentle, except towards the Doctor, who seems to have little respect for her potions.\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"Wyara is not actually from Hurnscald. As a young witch, she decided to settle down there to help the people of Hurnscald. She is kind and gentle, except towards the Doctor, who seems to have little respect for her potions.\"";
+ next;
+ goto L_Main;
L_Q_sagatha:
- mes "[" + @name$ + "]";
- mes "\"Sagatha! Ah, such a wonderful and mysterious being; the center of many a tale...\"";
- next;
- mes "[" + @name$ + "]";
- mes "\"Some say that she is the most powerful witch in all of Argaes. I don't know whether that is true, but I am quite certain that the is the most beautiful of all the witches! Alas, she will let no man touch her...\"";
- mes "He sighs.";
- next;
- mes "[" + @name$ + "]";
- mes "\"I met her only twice, back in my traveling days, but there are two pieces of advice I can give you:\"";
- next;
- mes "[" + @name$ + "]";
- mes "\"First, she will suffer no fool easily, particularly no man.\"";
- next;
- mes "[" + @name$ + "]";
- mes "\"Second, the creatures of the forest mean everything to her. Harm them, and you may find her an enemy-- and a powerful one at that...\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"Sagatha! Ah, such a wonderful and mysterious being; the center of many a tale...\"";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"Some say that she is the most powerful witch in all of Argaes. I don't know whether that is true, but I am quite certain that the is the most beautiful of all the witches! Alas, she will let no man touch her...\"";
+ mes "He sighs.";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"I met her only twice, back in my traveling days, but there are two pieces of advice I can give you:\"";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"First, she will suffer no fool easily, particularly no man.\"";
+ next;
+ mes "[" + @name$ + "]";
+ mes "\"Second, the creatures of the forest mean everything to her. Harm them, and you may find her an enemy-- and a powerful one at that...\"";
+ next;
+ goto L_Main;
L_Q_auldsbel:
- mes "[" + @name$ + "]";
- mes "\"Auldsbel is some wizard from further north, from what I have gathered. He bought a hut near Hurnscald some years back and often comes here to experiment on things, probably because he is not allowed to do these experiments where he comes from.\"";
- next;
- goto L_Main;
+ mes "[" + @name$ + "]";
+ mes "\"Auldsbel is some wizard from further north, from what I have gathered. He bought a hut near Hurnscald some years back and often comes here to experiment on things, probably because he is not allowed to do these experiments where he comes from.\"";
+ next;
+ goto L_Main;
L_Song:
- mes "[" + @name$ + "]";
- set @id, rand(3);
- mes @songs$[@id];
- close;
+ mes "[" + @name$ + "]";
+ set @id, rand(3);
+ mes @songs$[@id];
+ close;
}
diff --git a/world/map/npc/001-1/bernard.txt b/world/map/npc/001-1/bernard.txt
index b93a0d4d..96c45f81 100644
--- a/world/map/npc/001-1/bernard.txt
+++ b/world/map/npc/001-1/bernard.txt
@@ -1,117 +1,114 @@
//
-001-1.gat,37,44,0 script Bernard 117,{
- if(TMW_Quest >= 4) goto L_Done2;
- if(TMW_Quest == 3) goto L_Progress2;
- if(TMW_Quest == 2) goto L_Done1;
- if(TMW_Quest == 1) goto L_Progress;
+001-1.gat,37,44,0|script|Bernard|117,{
+ if(TMW_Quest >= 4) goto L_Done2;
+ if(TMW_Quest == 3) goto L_Progress2;
+ if(TMW_Quest == 2) goto L_Done1;
+ if(TMW_Quest == 1) goto L_Progress;
- set @TEMP, rand(2);
- if(@TEMP == 0) goto L_Opening0;
- if(@TEMP == 1) goto L_Opening1;
+ set @TEMP, rand(2);
+ if(@TEMP == 0) goto L_Opening0;
+ if(@TEMP == 1) goto L_Opening1;
L_Opening0:
- mes "[Bernard]";
- mes "\"Tulimshar is crawling with maggots. Hey, I need a favor, could you help me a bit?\"";
- next;
- goto L_Ask;
+ mes "[Bernard]";
+ mes "\"Tulimshar is crawling with maggots. Hey, I need a favor, could you help me a bit?\"";
+ next;
+ goto L_Ask;
L_Opening1:
- mes "[Bernard]";
- mes "\"The taste of maggots in soup is... unforgettable, they taste simply divine! Would you help me kill some?\"";
- next;
- goto L_Ask;
+ mes "[Bernard]";
+ mes "\"The taste of maggots in soup is... unforgettable, they taste simply divine! Would you help me kill some?\"";
+ next;
+ goto L_Ask;
L_Ask:
- menu
- "Yes.", L_Yes,
- "No.", L_No;
+ menu
+ "Yes.", L_Yes,
+ "No.", L_No;
L_Yes:
- set @TEMP, rand(2);
- if(@TEMP == 0) goto L_Req0;
- if(@TEMP == 1) goto L_Req1;
+ set @TEMP, rand(2);
+ if(@TEMP == 0) goto L_Req0;
+ if(@TEMP == 1) goto L_Req1;
L_Req0:
- mes "[Bernard]";
- mes "\"Great! I need a Roasted Maggot for my soup.\"";
- next;
- goto L_Set;
+ mes "[Bernard]";
+ mes "\"Great! I need a Roasted Maggot for my soup.\"";
+ next;
+ goto L_Set;
L_Req1:
- mes "[Bernard]";
- mes "\"Bring me a Roasted Maggot. I'll give you something if you do.\"";
- next;
- goto L_Set;
+ mes "[Bernard]";
+ mes "\"Bring me a Roasted Maggot. I'll give you something if you do.\"";
+ next;
+ goto L_Set;
L_Set:
- set TMW_Quest,1;
- mes "[Bernard]";
- mes "\"Please bring it to me!\"";
- close;
+ set TMW_Quest,1;
+ mes "[Bernard]";
+ mes "\"Please bring it to me!\"";
+ close;
L_Progress:
- if (countitem("RoastedMaggot") < 1) goto L_NotEnough;
- mes "[Bernard]";
- mes "\"Oooh, perfect! It's perfect!";
- mes "You brought me my Roasted Maggot! Here, have some cake for your troubles.\"";
- getinventorylist;
- if (@inventorylist_count - (countitem("RoastedMaggot") == 1) > 99 - (countitem("CherryCake") == 0) ) goto L_TooMany;
- delitem "RoastedMaggot", 1;
- getexp 100, 0;
- getitem "CherryCake", 5;
- set TMW_Quest, 2;
- close;
+ if (countitem("RoastedMaggot") < 1) goto L_NotEnough;
+ mes "[Bernard]";
+ mes "\"Oooh, perfect! It's perfect!";
+ mes "You brought me my Roasted Maggot! Here, have some cake for your troubles.\"";
+ getinventorylist;
+ if (@inventorylist_count - (countitem("RoastedMaggot") == 1) > 99 - (countitem("CherryCake") == 0) ) goto L_TooMany;
+ delitem "RoastedMaggot", 1;
+ getexp 100, 0;
+ getitem "CherryCake", 5;
+ set TMW_Quest, 2;
+ close;
L_Progress2:
- if (countitem("MaggotSlime") < 3) goto L_NotEnough1;
- mes "[Bernard]";
- mes "\"Nice! They're perfect, just perfect!";
- mes "You brought me the 3 Maggot Slimes! Here, have some beer as reward.\"";
- getinventorylist;
- if ((@inventorylist_count - (countitem("MaggotSlime") == 3) > 99 - (countitem("Beer") == 0) )) goto L_TooMany;
- delitem "MaggotSlime", 3;
- getexp 100, 0;
- getitem "Beer", 3;
- set TMW_Quest, 4;
- close;
-
+ if (countitem("MaggotSlime") < 3) goto L_NotEnough1;
+ mes "[Bernard]";
+ mes "\"Nice! They're perfect, just perfect!";
+ mes "You brought me the 3 Maggot Slimes! Here, have some beer as reward.\"";
+ getinventorylist;
+ if ((@inventorylist_count - (countitem("MaggotSlime") == 3) > 99 - (countitem("Beer") == 0) )) goto L_TooMany;
+ delitem "MaggotSlime", 3;
+ getexp 100, 0;
+ getitem "Beer", 3;
+ set TMW_Quest, 4;
+ close;
L_NotEnough:
- mes "[Bernard]";
- mes "\"Oh, please hurry and bring me a Roasted Maggot. I'm yearning for maggot soup!\"";
- close;
+ mes "[Bernard]";
+ mes "\"Oh, please hurry and bring me a Roasted Maggot. I'm yearning for maggot soup!\"";
+ close;
L_NotEnough1:
- mes "[Bernard]";
- mes "\"Please do hurry and bring me 3 Maggot Slimes, so I can finish my soup!\"";
- close;
-
+ mes "[Bernard]";
+ mes "\"Please do hurry and bring me 3 Maggot Slimes, so I can finish my soup!\"";
+ close;
L_Done1:
- mes "[Bernard]";
- mes "\"Thank you so much!\"";
- mes "\"But... something is missing to make the soup creamy.\"";
- next;
- mes "\"I need 3 Maggot Slimes for that.\"";
- mes "\"Bring them to me, and I'll give you something nice.\"";
- set TMW_Quest,3;
- close;
+ mes "[Bernard]";
+ mes "\"Thank you so much!\"";
+ mes "\"But... something is missing to make the soup creamy.\"";
+ next;
+ mes "\"I need 3 Maggot Slimes for that.\"";
+ mes "\"Bring them to me, and I'll give you something nice.\"";
+ set TMW_Quest,3;
+ close;
L_Done2:
- mes "[Bernard]";
- mes "\"I didn't mention it before, but I also put beer in my soup. I hope you like beer as much as I do, because, you see...\"";
- next;
- mes "\"Beer is life!\"";
- close;
-
+ mes "[Bernard]";
+ mes "\"I didn't mention it before, but I also put beer in my soup. I hope you like beer as much as I do, because, you see...\"";
+ next;
+ mes "\"Beer is life!\"";
+ close;
L_No:
- close;
+ close;
L_TooMany:
- next;
- mes "[Bernard]";
- mes "\"You don't have room for my reward. I'll wait until you do.\"";
- close;
+ next;
+ mes "[Bernard]";
+ mes "\"You don't have room for my reward. I'll wait until you do.\"";
+ close;
}
diff --git a/world/map/npc/001-1/bleacher.txt b/world/map/npc/001-1/bleacher.txt
index a3827e43..4b4ebdb2 100644
--- a/world/map/npc/001-1/bleacher.txt
+++ b/world/map/npc/001-1/bleacher.txt
@@ -1,195 +1,198 @@
//
-001-1.gat,27,53,0 script Candide 156,{
- mes "[Candide]";
- mes "\"I've figured out how that volcanic ash bleaches cloth.";
- mes "I could do it for you, but I'll need three piles of ash and 5,000 GP for supplies per item.\"";
- next;
+001-1.gat,27,53,0|script|Candide|156,{
+ mes "[Candide]";
+ mes "\"I've figured out how that volcanic ash bleaches cloth.";
+ mes "I could do it for you, but I'll need three piles of ash and 5,000 GP for supplies per item.\"";
+ next;
- if (countitem(701) < 3) goto L_no_ash;
+ if (countitem(701) < 3) goto L_no_ash;
- if (zeny < 5000) goto L_no_money;
+ if (zeny < 5000) goto L_no_money;
- menu "I'd like to bleach something", -,
- "No thanks", L_close;
+ menu
+ "I'd like to bleach something", -,
+ "No thanks", L_close;
L_bleach_menu:
- mes "[Candide]";
- mes "\"What would you like to bleach?\"";
- next;
-
- menu
- "Cotton shirt", L_cottonshirt,
- "V-Neck sweater", L_vneck,
- "Turtleneck sweater", L_tneck,
- "Cotton shorts", L_shorts,
- "Cotton skirt", L_skirt,
- "Miniskirt", L_miniskirt,
- "Tank top ", L_tanktop,
- "Short tank top", L_tanktop_short,
- "Silk robe", L_robe,
- "Cotton headband", L_cotton_headband,
- "Desert hat", L_desert_hat,
- "Cotton boots", L_cotton_boots,
- "Cotton gloves", L_cotton_gloves,
- "Rabbit ears", L_rabbit_ears,
- "Wizard hat", L_wizard_hat,
- "Bowler hat", L_bowler_hat,
- "Red lined sorcerer robe", L_red_lined_sorcerer_robe,
- "Bowler hat (brown)", L_bowler_hat_brown,
- "Nevermind", -;
- goto L_close;
+ mes "[Candide]";
+ mes "\"What would you like to bleach?\"";
+ next;
+
+ menu
+ "Cotton shirt", L_cottonshirt,
+ "V-Neck sweater", L_vneck,
+ "Turtleneck sweater", L_tneck,
+ "Cotton shorts", L_shorts,
+ "Cotton skirt", L_skirt,
+ "Miniskirt", L_miniskirt,
+ "Tank top ", L_tanktop,
+ "Short tank top", L_tanktop_short,
+ "Silk robe", L_robe,
+ "Cotton headband", L_cotton_headband,
+ "Desert hat", L_desert_hat,
+ "Cotton boots", L_cotton_boots,
+ "Cotton gloves", L_cotton_gloves,
+ "Rabbit ears", L_rabbit_ears,
+ "Wizard hat", L_wizard_hat,
+ "Bowler hat", L_bowler_hat,
+ "Red lined sorcerer robe", L_red_lined_sorcerer_robe,
+ "Bowler hat (brown)", L_bowler_hat_brown,
+ "Nevermind", -;
+ goto L_close;
L_cottonshirt:
- set @normal, 1202;
- set @dyeBase, 2050;
- goto L_choose_color;
+ set @normal, 1202;
+ set @dyeBase, 2050;
+ goto L_choose_color;
L_vneck:
- set @normal, 624;
- set @dyeBase, 2060;
- goto L_choose_color;
+ set @normal, 624;
+ set @dyeBase, 2060;
+ goto L_choose_color;
L_tneck:
- set @normal, 564;
- set @dyeBase, 2070;
- goto L_choose_color;
+ set @normal, 564;
+ set @dyeBase, 2070;
+ goto L_choose_color;
L_shorts:
- set @normal, 586;
- set @dyeBase, 2110;
- goto L_choose_color;
+ set @normal, 586;
+ set @dyeBase, 2110;
+ goto L_choose_color;
L_skirt:
- set @normal, 632;
- set @dyeBase, 2100;
- goto L_choose_color;
+ set @normal, 632;
+ set @dyeBase, 2100;
+ goto L_choose_color;
L_miniskirt:
- set @normal, 771;
- set @dyeBase, 2170;
- goto L_choose_color;
+ set @normal, 771;
+ set @dyeBase, 2170;
+ goto L_choose_color;
L_tanktop:
- set @normal, 688;
- set @dyeBase, 2090;
- goto L_choose_color;
+ set @normal, 688;
+ set @dyeBase, 2090;
+ goto L_choose_color;
L_tanktop_short:
- set @normal, 689;
- set @dyeBase, 2120;
- goto L_choose_color;
+ set @normal, 689;
+ set @dyeBase, 2120;
+ goto L_choose_color;
L_robe:
- set @normal, 720;
- set @dyeBase, 2080;
- goto L_choose_color;
+ set @normal, 720;
+ set @dyeBase, 2080;
+ goto L_choose_color;
L_cotton_headband:
- set @normal, 724;
- set @dyeBase, 2140;
- goto L_choose_color;
+ set @normal, 724;
+ set @dyeBase, 2140;
+ goto L_choose_color;
L_desert_hat:
- set @normal, 723;
- set @dyeBase, 2130;
- goto L_choose_color;
+ set @normal, 723;
+ set @dyeBase, 2130;
+ goto L_choose_color;
L_cotton_boots:
- set @normal, 735;
- set @dyeBase, 2150;
- goto L_choose_color;
+ set @normal, 735;
+ set @dyeBase, 2150;
+ goto L_choose_color;
L_cotton_gloves:
- set @normal, 741;
- set @dyeBase, 2160;
- goto L_choose_color;
+ set @normal, 741;
+ set @dyeBase, 2160;
+ goto L_choose_color;
L_rabbit_ears:
- set @normal, 1255;
- set @dyeBase, 2190;
- goto L_choose_color;
+ set @normal, 1255;
+ set @dyeBase, 2190;
+ goto L_choose_color;
L_wizard_hat:
- set @normal, 4028;
- set @dyeBase, 2200;
- goto L_choose_color;
+ set @normal, 4028;
+ set @dyeBase, 2200;
+ goto L_choose_color;
L_bowler_hat:
- set @normal, 4030;
- set @dyeBase, 2210;
- goto L_choose_color;
+ set @normal, 4030;
+ set @dyeBase, 2210;
+ goto L_choose_color;
L_red_lined_sorcerer_robe:
- set @normal, 798;
- set @dyeBase, 2220;
- goto L_choose_color;
+ set @normal, 798;
+ set @dyeBase, 2220;
+ goto L_choose_color;
L_bowler_hat_brown:
- set @normal, 800;
- set @dyeBase, 2230;
- goto L_choose_color;
+ set @normal, 800;
+ set @dyeBase, 2230;
+ goto L_choose_color;
L_choose_color:
- mes "[Candide]";
- mes "\"And the color?\"";
- next;
-
- menu "Red", -,
- "Green", -,
- "Dark Blue", -,
- "Yellow", -,
- "Light Blue", -,
- "Pink", -,
- "Black", -,
- "Orange", -,
- "Purple", -,
- "Dark Green", -;
-
- set @del, @dyeBase + @menu - 1;
-
- if (countitem(@del) == 0) goto L_no_item;
-
- if (countitem(701) < 3) goto L_no_ash;
-
- if (zeny < 5000) goto L_no_money;
-
- delitem @del, 1;
- getitem @normal, 1;
- delitem 701, 3;
- set zeny, zeny - 5000;
+ mes "[Candide]";
+ mes "\"And the color?\"";
+ next;
+
+ menu
+ "Red", -,
+ "Green", -,
+ "Dark Blue", -,
+ "Yellow", -,
+ "Light Blue", -,
+ "Pink", -,
+ "Black", -,
+ "Orange", -,
+ "Purple", -,
+ "Dark Green", -;
+
+ set @del, @dyeBase + @menu - 1;
+
+ if (countitem(@del) == 0) goto L_no_item;
+
+ if (countitem(701) < 3) goto L_no_ash;
+
+ if (zeny < 5000) goto L_no_money;
+
+ delitem @del, 1;
+ getitem @normal, 1;
+ delitem 701, 3;
+ set zeny, zeny - 5000;
L_again:
- mes "[Candide]";
- mes "\"Would you like to bleach something else?\"";
- next;
+ mes "[Candide]";
+ mes "\"Would you like to bleach something else?\"";
+ next;
- menu "Yes", L_bleach_menu,
- "No", L_close;
+ menu
+ "Yes", L_bleach_menu,
+ "No", L_close;
L_no_item:
- mes "[Candide]";
- mes "\"You don't have one of those.\"";
- next;
+ mes "[Candide]";
+ mes "\"You don't have one of those.\"";
+ next;
- goto L_again;
+ goto L_again;
L_no_ash:
- mes "[Candide]";
- mes "\"You don't have enough ash for me to bleach anything.";
- mes "I need three piles.\"";
- next;
+ mes "[Candide]";
+ mes "\"You don't have enough ash for me to bleach anything.";
+ mes "I need three piles.\"";
+ next;
- goto L_close;
+ goto L_close;
L_no_money:
- mes "[Candide]";
- mes "\"You don't have enough gold for me to bleach anything.";
- mes "I need 5,000 GP for supplies.\"";
- next;
+ mes "[Candide]";
+ mes "\"You don't have enough gold for me to bleach anything.";
+ mes "I need 5,000 GP for supplies.\"";
+ next;
L_close:
- mes "[Candide]";
- mes "\"Come again.\"";
- close;
+ mes "[Candide]";
+ mes "\"Come again.\"";
+ close;
}
diff --git a/world/map/npc/001-1/children.txt b/world/map/npc/001-1/children.txt
index 4ffb1ba5..31dcc87b 100644
--- a/world/map/npc/001-1/children.txt
+++ b/world/map/npc/001-1/children.txt
@@ -1,135 +1,135 @@
// Aisha and Nina
-001-1.gat,95,29,0 script Aisha 108,{
- set @TEMP,rand(9);
- if(@TEMP == 0) goto L_1;
- if(@TEMP == 1) goto L_1;
- if(@TEMP == 2) goto L_2;
- if(@TEMP == 3) goto L_3;
- if(@TEMP == 4) goto L_4;
- if(@TEMP == 5) goto L_5;
- if(@TEMP == 6) goto L_6;
- if(@TEMP == 7) goto L_7;
- if(@TEMP == 8) goto L_8;
+001-1.gat,95,29,0|script|Aisha|108,{
+ set @TEMP,rand(9);
+ if(@TEMP == 0) goto L_1;
+ if(@TEMP == 1) goto L_1;
+ if(@TEMP == 2) goto L_2;
+ if(@TEMP == 3) goto L_3;
+ if(@TEMP == 4) goto L_4;
+ if(@TEMP == 5) goto L_5;
+ if(@TEMP == 6) goto L_6;
+ if(@TEMP == 7) goto L_7;
+ if(@TEMP == 8) goto L_8;
L_1:
- mes "[Aisha]";
- mes "\"Maggots are soo slimey!\"";
- close;
+ mes "[Aisha]";
+ mes "\"Maggots are soo slimey!\"";
+ close;
L_2:
- mes "[Aisha]";
- mes "\"Want to play ball with me?\"";
- close;
+ mes "[Aisha]";
+ mes "\"Want to play ball with me?\"";
+ close;
L_3:
- mes "[Aisha]";
- mes "\"There are so many monsters; I hate scorpions!\"";
- close;
+ mes "[Aisha]";
+ mes "\"There are so many monsters; I hate scorpions!\"";
+ close;
L_4:
- mes "[Aisha]";
- mes "\"When I grow up, I want to be strong enough to kill a scorpion!\"";
- close;
+ mes "[Aisha]";
+ mes "\"When I grow up, I want to be strong enough to kill a scorpion!\"";
+ close;
L_5:
- mes "[Aisha]";
- mes "\"Mommy told me that you can sell the things that monsters drop.\"";
- close;
+ mes "[Aisha]";
+ mes "\"Mommy told me that you can sell the things that monsters drop.\"";
+ close;
L_6:
- mes "[Aisha]";
- mes "\"Have you tried to eat a roasted maggot? They are sooo yummy! And you feel much healthier afterwards, too!\"";
- close;
+ mes "[Aisha]";
+ mes "\"Have you tried to eat a roasted maggot? They are sooo yummy! And you feel much healthier afterwards, too!\"";
+ close;
L_7:
- mes "[Aisha]";
- mes "\"I want to be a Doctor when I grow up!\"";
- close;
+ mes "[Aisha]";
+ mes "\"I want to be a Doctor when I grow up!\"";
+ close;
L_8:
- mes "[Aisha]";
- mes "\"That volcano was sooo scary! The earth was shaking and everything was breaking down... but now they have rebuilt everything.\"";
- close;
+ mes "[Aisha]";
+ mes "\"That volcano was sooo scary! The earth was shaking and everything was breaking down... but now they have rebuilt everything.\"";
+ close;
}
-001-1.gat,39,67,0 script Nina 103,{
- mes "[Nina]";
- set @TEMP,rand(10);
- if(@TEMP == 0) goto L_1;
- if(@TEMP == 1) goto L_1;
- if(@TEMP == 2) goto L_2;
- if(@TEMP == 3) goto L_3;
- if(@TEMP == 4) goto L_4;
- if(@TEMP == 5) goto L_5;
- if(@TEMP == 6) goto L_6;
- if(@TEMP == 7) goto L_7;
- if(@TEMP == 8) goto L_8;
- goto L_9;
+001-1.gat,39,67,0|script|Nina|103,{
+ mes "[Nina]";
+ set @TEMP,rand(10);
+ if(@TEMP == 0) goto L_1;
+ if(@TEMP == 1) goto L_1;
+ if(@TEMP == 2) goto L_2;
+ if(@TEMP == 3) goto L_3;
+ if(@TEMP == 4) goto L_4;
+ if(@TEMP == 5) goto L_5;
+ if(@TEMP == 6) goto L_6;
+ if(@TEMP == 7) goto L_7;
+ if(@TEMP == 8) goto L_8;
+ goto L_9;
L_1:
- mes "\"If I learned anything from school, Grenxen founded Tulimshar.\"";
- close;
+ mes "\"If I learned anything from school, Grenxen founded Tulimshar.\"";
+ close;
L_2:
- mes "\"When I was picking rocks from the field, I saw a red scorpion.\"";
- close;
+ mes "\"When I was picking rocks from the field, I saw a red scorpion.\"";
+ close;
L_3:
- mes "\"Its polite to state your name before talking to anyone.\"";
- close;
+ mes "\"Its polite to state your name before talking to anyone.\"";
+ close;
L_4:
-
- mes "\"I have a Scorpion Doll!\"";
- close;
+ mes "\"I have a Scorpion Doll!\"";
+ close;
L_5:
- mes "\"I always take some spare Cactus Juice with me on the field. They are heavy, though.\"";
- close;
+ mes "\"I always take some spare Cactus Juice with me on the field. They are heavy, though.\"";
+ close;
L_6:
- mes "\"When you are feeling bad, eating something can usually help you heal faster.\"";
- close;
+ mes "\"When you are feeling bad, eating something can usually help you heal faster.\"";
+ close;
L_7:
- mes "\"Grenxen is the Demon that founded Tulimshar.\"";
- close;
+ mes "\"Grenxen is the Demon that founded Tulimshar.\"";
+ close;
L_8:
- mes "\"That volcano eruption was scary; much of Tulimshar was destroyed. But the mayor had everything rebuilt quickly.\"";
- close;
+ mes "\"That volcano eruption was scary; much of Tulimshar was destroyed. But the mayor had everything rebuilt quickly.\"";
+ close;
L_9:
- mes "\"I know a very bad word. But I must not say it, because monsters will come and get me if I do!\"";
- next;
- menu
- "A bad word?", L_tell,
- "Oh, you better keep it for yourself then.", -;
- close;
+ mes "\"I know a very bad word. But I must not say it, because monsters will come and get me if I do!\"";
+ next;
+ menu
+ "A bad word?", L_tell,
+ "Oh, you better keep it for yourself then.", -;
+ close;
L_tell:
- mes "[Nina]";
- mes "\"Yes, I heard my mother say it once. And she made me promise her to never say it. Never.\"";
- next;
- menu "If I promise to never tell anyone, can you tell me the word?", L_keepword,
- "I understand, you do not need to tell me...", L_giveword,
- "Goodbye!", -;
- close;
+ mes "[Nina]";
+ mes "\"Yes, I heard my mother say it once. And she made me promise her to never say it. Never.\"";
+ next;
+ menu
+ "If I promise to never tell anyone, can you tell me the word?", L_keepword,
+ "I understand, you do not need to tell me...", L_giveword,
+ "Goodbye!", -;
+ close;
L_keepword:
- mes "[Nina]";
- mes "\"No.\"";
- close;
+ mes "[Nina]";
+ mes "\"No.\"";
+ close;
L_giveword:
- mes "[Nina]";
- mes "Nina looks around as she hushes you to silence. After a few seconds, she whispers to you.";
- mes "\"I like you! So I will tell you the bad word. But you can't tell anyone else about it! The bad word is '" + getspellinvocation("aggravate") + "'.\"";
- next;
-
- mes "[Nina]";
- mes "Terrified, she looks around once more.";
- mes "\"But you mustn't tell anyone!\"";
- close;
+ mes "[Nina]";
+ mes "Nina looks around as she hushes you to silence. After a few seconds, she whispers to you.";
+ mes "\"I like you! So I will tell you the bad word. But you can't tell anyone else about it! The bad word is '" + getspellinvocation("aggravate") + "'.\"";
+ next;
+
+ mes "[Nina]";
+ mes "Terrified, she looks around once more.";
+ mes "\"But you mustn't tell anyone!\"";
+ close;
}
diff --git a/world/map/npc/001-1/constable.txt b/world/map/npc/001-1/constable.txt
index 6131f0b4..6c8be358 100644
--- a/world/map/npc/001-1/constable.txt
+++ b/world/map/npc/001-1/constable.txt
@@ -1,8 +1,8 @@
//
-001-1.gat,37,35,0 script Constable Perry Graf 150,{
-// set @npcname$, "Constable Perry Graf";
- set @canSkip, 1;
- callfunc "GameRules";
- close;
+001-1.gat,37,35,0|script|Constable Perry Graf|150,{
+// set @npcname$, "Constable Perry Graf";
+ set @canSkip, 1;
+ callfunc "GameRules";
+ close;
}
diff --git a/world/map/npc/001-1/elanore.txt b/world/map/npc/001-1/elanore.txt
index 2d96ae6c..c91971a3 100644
--- a/world/map/npc/001-1/elanore.txt
+++ b/world/map/npc/001-1/elanore.txt
@@ -1,651 +1,608 @@
//
-function script ElanoreFix {
- set @Q_MASK, NIBBLE_1_MASK;
- set @Q_SHIFT, NIBBLE_1_SHIFT;
-
- set @Q_STATUS_MAX, 3; // FIXME once level 3 magic was released
-
- set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
- if (@Q_status > @Q_STATUS_MAX)
- set @Q_status, @STATUS_INITIAL;
- if (@Q_status > 1 && (getskilllv(SKILL_MAGIC_LIFE) < 2))
- set @Q_status, @STATUS_INITIAL;
-
- set QUEST_MAGIC2,
- (QUEST_MAGIC2 & ~(@Q_MASK)
- | (@Q_status << @Q_SHIFT));
- return;
-}
-
-001-1.gat,58,68,0 script Elanore#_M 108,{
-
- set @has_magic, getskilllv(SKILL_MAGIC);
+function|script|ElanoreFix|{
+ set @Q_MASK, NIBBLE_1_MASK;
+ set @Q_SHIFT, NIBBLE_1_SHIFT;
- set @Q_MASK, NIBBLE_1_MASK;
- set @Q_SHIFT, NIBBLE_1_SHIFT;
+ set @Q_STATUS_MAX, 3; // FIXME once level 3 magic was released
- set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
- set @Q_heal_exp, MAGIC_EXPERIENCE >> 24;
+ set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
+ if (@Q_status > @Q_STATUS_MAX)
+ set @Q_status, @STATUS_INITIAL;
+ if (@Q_status > 1 && (getskilllv(SKILL_MAGIC_LIFE) < 2))
+ set @Q_status, @STATUS_INITIAL;
- // Set up SkillUp function
- set @SUP_id, SKILL_MAGIC_LIFE;
- set @SUP_name$, "Life Magic";
+ set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(@Q_MASK) | (@Q_status << @Q_SHIFT));
+ return;
+}
- set @STATUS_INITIAL, 0;
- set @STATUS_LEARNED_LIGHT_HEAL, 1;
- set @STATUS_MASTERED_LIGHT_HEAL, 2;
- set @STATUS_LEARNED_LAY_ON_HANDS, 3;
- set @STATUS_WAITING_FOR_KADIYA, 4;
- set @STATUS_READY_TO_LEARN_CURE_POISON, 5;
- set @STATUS_LEARNED_CURE_POISON, 6;
+001-1.gat,58,68,0|script|Elanore#_M|108,{
- callfunc "ElanoreFix";
+ set @has_magic, getskilllv(SKILL_MAGIC);
- // This operation works around an earlier possible corruption of this state
- if (@Q_status > @Q_STATUS_MAX)
- set @Q_status, @STATUS_INITIAL;
- callsub S_update_var;
+ set @Q_MASK, NIBBLE_1_MASK;
+ set @Q_SHIFT, NIBBLE_1_SHIFT;
+ set @Q_status, (QUEST_MAGIC2 & @Q_MASK) >> @Q_SHIFT;
+ set @Q_heal_exp, MAGIC_EXPERIENCE >> 24;
- if (sc_check(sc_poison))
- goto L_CurePoison;
+ // Set up SkillUp function
+ set @SUP_id, SKILL_MAGIC_LIFE;
+ set @SUP_name$, "Life Magic";
- if (baselevel > 10) goto L_NoHeal;
+ set @STATUS_INITIAL, 0;
+ set @STATUS_LEARNED_LIGHT_HEAL, 1;
+ set @STATUS_MASTERED_LIGHT_HEAL, 2;
+ set @STATUS_LEARNED_LAY_ON_HANDS, 3;
+ set @STATUS_WAITING_FOR_KADIYA, 4;
+ set @STATUS_READY_TO_LEARN_CURE_POISON, 5;
+ set @STATUS_LEARNED_CURE_POISON, 6;
- set @TEMP,rand(4);
+ callfunc "ElanoreFix";
- if(@TEMP == 0) goto Heal1;
- if(@TEMP == 1) goto Heal2;
- if(@TEMP == 2) goto Heal3;
- if(@TEMP == 3) goto Heal4;
+ // This operation works around an earlier possible corruption of this state
+ if (@Q_status > @Q_STATUS_MAX)
+ set @Q_status, @STATUS_INITIAL;
+ callsub S_update_var;
+ if (sc_check(sc_poison)) goto L_CurePoison;
+ if (baselevel > 10) goto L_NoHeal;
+ set @TEMP,rand(4);
+ if(@TEMP == 0) goto Heal1;
+ if(@TEMP == 1) goto Heal2;
+ if(@TEMP == 2) goto Heal3;
+ if(@TEMP == 3) goto Heal4;
Heal1:
- mes "[Elanore the Healer]";
- mes "\"You don't look too well; let me treat your wounds.\"";
- next;
- goto Heal_L;
+ mes "[Elanore the Healer]";
+ mes "\"You don't look too well; let me treat your wounds.\"";
+ next;
+ goto Heal_L;
Heal2:
- mes "[Elanore the Healer]";
- mes "\"I will make quick work of your wounds.\"";
- next;
- goto Heal_L;
+ mes "[Elanore the Healer]";
+ mes "\"I will make quick work of your wounds.\"";
+ next;
+ goto Heal_L;
Heal3:
- mes "[Elanore the Healer]";
- mes "\"Need a healing?\"";
- next;
- goto Heal_L;
+ mes "[Elanore the Healer]";
+ mes "\"Need a healing?\"";
+ next;
+ goto Heal_L;
Heal4:
- mes "[Elanore the Healer]";
- mes "\"Sometimes you just need to run from battle.\"";
- next;
- goto Heal_L;
+ mes "[Elanore the Healer]";
+ mes "\"Sometimes you just need to run from battle.\"";
+ next;
+ goto Heal_L;
Heal_L:
+ set @TEMP,rand(3);
- set @TEMP,rand(3);
-
- if(@TEMP == 0) goto Heal_1;
- if(@TEMP == 1) goto Heal_2;
- if(@TEMP == 2) goto Heal_3;
- if(@TEMP == 3) goto Heal_4;
+ if(@TEMP == 0) goto Heal_1;
+ if(@TEMP == 1) goto Heal_2;
+ if(@TEMP == 2) goto Heal_3;
+ if(@TEMP == 3) goto Heal_4;
Heal_1:
- mes "[Elanore the Healer]";
- mes "\"Here you go!\"";
- heal 10000,10000;
- close;
+ mes "[Elanore the Healer]";
+ mes "\"Here you go!\"";
+ heal 10000,10000;
+ close;
Heal_2:
- mes "[Elanore the Healer]";
- mes "\"Painless, wasn't it?";
- mes "Here you go!\"";
- heal 10000,10000;
- close;
+ mes "[Elanore the Healer]";
+ mes "\"Painless, wasn't it?";
+ heal 10000,10000;
+ close;
Heal_3:
- mes "[Elanore the Healer]";
- mes "\"You should be more careful.\"";
- heal 10000,10000;
- close;
+ mes "[Elanore the Healer]";
+ mes "\"You should be more careful.\"";
+ heal 10000,10000;
+ close;
Heal_4:
- mes "[Elanore the Healer]";
- mes "\"Much better, right?!\"";
- heal 10000,10000;
- close;
+ mes "[Elanore the Healer]";
+ mes "\"Much better, right?!\"";
+ heal 10000,10000;
+ close;
L_NoHeal:
- if (MAGIC_FLAGS)
- goto L_Chat;
+ if (MAGIC_FLAGS)
+ goto L_Chat;
L_NoHealMessage:
- mes "[Elanore the Healer]";
- mes "\"I'm sorry but unless you are young and in need, I can't help you, and your level is already higher than ten.";
- mes "With so many people still injured from the earthquake, I really have no time to help.";
- mes "You can get some rest in the inn near here.\"";
-
- close;
+ mes "[Elanore the Healer]";
+ mes "\"I'm sorry but unless you are young and in need, I can't help you, and your level is already higher than ten.";
+ mes "With so many people still injured from the earthquake, I really have no time to help.";
+ mes "You can get some rest in the inn near here.\"";
+ close;
L_Chat:
- mes "[Elanore the Healer]";
- mes "\"Hello! Can I help you?\"";
- next;
+ mes "[Elanore the Healer]";
+ mes "\"Hello! Can I help you?\"";
+ next;
+
L_Main:
- if (@has_magic && (@Q_status == @STATUS_INITIAL))
- menu
- "Can you heal me?", L_NoHealMessage,
- "Can you teach me magic?", L_Teach,
- "What do you know about...", L_Question,
- "Goodbye!", L_bye;
-
- if (@has_magic && (@Q_status > @STATUS_INITIAL))
- menu
- "Can you heal me?", L_NoHealMessage,
- "Can you teach me more?", L_Teach,
- "Where can I get more lifestones?", L_Lifestones,
- "What do you know about...", L_Question,
- "Goodbye!", L_bye;
-
- if (!@has_magic)
- menu
- "Can you heal me?", L_NoHealMessage,
- "What do you know about...", L_Question,
- "Goodbye!", L_bye;
- close;
+ if (@has_magic && (@Q_status == @STATUS_INITIAL))
+ menu
+ "Can you heal me?", L_NoHealMessage,
+ "Can you teach me magic?", L_Teach,
+ "What do you know about...", L_Question,
+ "Goodbye!", L_bye;
+ if (@has_magic && (@Q_status > @STATUS_INITIAL))
+ menu
+ "Can you heal me?", L_NoHealMessage,
+ "Can you teach me more?", L_Teach,
+ "Where can I get more lifestones?", L_Lifestones,
+ "What do you know about...", L_Question,
+ "Goodbye!", L_bye;
+ if (!@has_magic)
+ menu
+ "Can you heal me?", L_NoHealMessage,
+ "What do you know about...", L_Question,
+ "Goodbye!", L_bye;
+ close;
OnPCKillEvent:
- attachrid(@killerrid);
- set @Q_heal_exp, MAGIC_EXPERIENCE >> 24;
- if (@Q_heal_exp < 8)
- goto L_OnPcKillWipe;
- set @Q_heal_exp, @Q_heal_exp - 8;
- goto L_OnPcKillFinish;
+ attachrid(@killerrid);
+ set @Q_heal_exp, MAGIC_EXPERIENCE >> 24;
+ if (@Q_heal_exp < 8) goto L_OnPcKillWipe;
+ set @Q_heal_exp, @Q_heal_exp - 8;
+ goto L_OnPcKillFinish;
+
L_OnPcKillWipe:
set @Q_heal_exp, 0;
+
L_OnPcKillFinish:
- set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE & ~(255 << 24)) | (@Q_heal_exp << 24);
- close;
+ set MAGIC_EXPERIENCE, (MAGIC_EXPERIENCE & ~(255 << 24)) | (@Q_heal_exp << 24);
+ close;
L_Lifestones:
- mes "[Elanore the Healer]";
- mes "\"I always need components for my own healing spells. If you bring me ten gamboge leaves, ten alizarin leaves, ten mauve leaves and ten cobalt leaves, I can make ten lifestones; I will give you half of them.\"";
- next;
-
- menu
- "OK, I will get them.", -,
- "No way!", -,
- "Here you are!", L_Lifestones_Trade,
- "Can I make them myself?", L_Lifestones_MakeSelf;
- close;
+ mes "[Elanore the Healer]";
+ mes "\"I always need components for my own healing spells. If you bring me ten gamboge leaves, ten alizarin leaves, ten mauve leaves and ten cobalt leaves, I can make ten lifestones; I will give you half of them.\"";
+ next;
+ menu
+ "OK, I will get them.", -,
+ "No way!", -,
+ "Here you are!", L_Lifestones_Trade,
+ "Can I make them myself?", L_Lifestones_MakeSelf;
+ close;
L_Lifestones_Trade:
- if (countitem("MauveHerb") < 10) goto L_Lifestones_Trade_Missing;
- if (countitem("GambogeHerb") < 10) goto L_Lifestones_Trade_Missing;
- if (countitem("AlizarinHerb") < 10) goto L_Lifestones_Trade_Missing;
- if (countitem("CobaltHerb") < 10) goto L_Lifestones_Trade_Missing;
- getinventorylist;
- if (@inventorylist_count == 100 && countitem("Lifestone") == 0
- && countitem("MauveHerb") > 10
- && countitem("GambogeHerb") > 10
- && countitem("AlizarinHerb") > 10
- && countitem("CobaltHerb") > 10) goto L_Lifestones_NoRoom;
-
- delitem "MauveHerb", 10;
- delitem "GambogeHerb", 10;
- delitem "AlizarinHerb", 10;
- delitem "CobaltHerb", 10;
- getitem "Lifestone", 5;
- getexp 200, 1;
- mes "[Elanore the Healer]";
- mes "Elanore carefully goes over your leaves, then smiles.";
- mes "\"These will do just fine.\"";
- mes "She picks up all fourty and presses them together in her hands, then whispers something.";
- next;
- mes "[Elanore the Healer]";
- mes "As she opens her hands again, the leaves have turned into ten golden crystals.";
- mes "\"Five for you and five for me.\"";
- mes "She smiles.";
- mes "[200 experience points]";
- close;
+ if (countitem("MauveHerb") < 10) goto L_Lifestones_Trade_Missing;
+ if (countitem("GambogeHerb") < 10) goto L_Lifestones_Trade_Missing;
+ if (countitem("AlizarinHerb") < 10) goto L_Lifestones_Trade_Missing;
+ if (countitem("CobaltHerb") < 10) goto L_Lifestones_Trade_Missing;
+ getinventorylist;
+ if (@inventorylist_count == 100 && countitem("Lifestone") == 0
+ && countitem("MauveHerb") > 10
+ && countitem("GambogeHerb") > 10
+ && countitem("AlizarinHerb") > 10
+ && countitem("CobaltHerb") > 10) goto L_Lifestones_NoRoom;
+
+ delitem "MauveHerb", 10;
+ delitem "GambogeHerb", 10;
+ delitem "AlizarinHerb", 10;
+ delitem "CobaltHerb", 10;
+ getitem "Lifestone", 5;
+ getexp 200, 1;
+ mes "[Elanore the Healer]";
+ mes "Elanore carefully goes over your leaves, then smiles.";
+ mes "\"These will do just fine.\"";
+ mes "She picks up all fourty and presses them together in her hands, then whispers something.";
+ next;
+ mes "[Elanore the Healer]";
+ mes "As she opens her hands again, the leaves have turned into ten golden crystals.";
+ mes "\"Five for you and five for me.\"";
+ mes "She smiles.";
+ mes "[200 experience points]";
+ close;
L_Lifestones_NoRoom:
- mes "[Elanore the Healer]";
- mes "\"Oh... it seems that you have no room for the lifestones. But please do come back later when you have made a little space.\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"Oh... it seems that you have no room for the lifestones. But please do come back later when you have made a little space.\"";
+ close;
L_Lifestones_Trade_Missing:
- mes "[Elanore the Healer]";
- mes "Elanore counts the leaves you show her.";
- mes "\"No, I am sorry. Please bring me ten leaves each of gamboge, alizarin, mauve, and cobalt.\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "Elanore counts the leaves you show her.";
+ mes "\"No, I am sorry. Please bring me ten leaves each of gamboge, alizarin, mauve, and cobalt.\"";
+ close;
L_Lifestones_MakeSelf:
- mes "[Elanore the Healer]";
- if (@has_magic < 2)
- goto L_Lifestones_MakeSelf_no;
+ mes "[Elanore the Healer]";
+ if (@has_magic < 2) goto L_Lifestones_MakeSelf_no;
L_Lifestones_MakeSelf_yes:
- mes "\"Oh, but of course! You are powerful enough to make your own lifestones, using the enchantment '" + getspellinvocation("enchant-lifestone") + "'. This will consume a bug leg or a maggot slime or one of each of the four healing herbs, though.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"You will have to make sure that your powers are pure, though, either by wearing a white robe or some other special magical item that does this for you.\"";
- close;
+ mes "\"Oh, but of course! You are powerful enough to make your own lifestones, using the enchantment '" + getspellinvocation("enchant-lifestone") + "'. This will consume a bug leg or a maggot slime or one of each of the four healing herbs, though.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"You will have to make sure that your powers are pure, though, either by wearing a white robe or some other special magical item that does this for you.\"";
+ close;
L_Lifestones_MakeSelf_no:
- mes "\"No, you are not powerful enough yet. Please come back and ask me again when you have learned to control more powerful magic, though!\"";
- close;
+ mes "\"No, you are not powerful enough yet. Please come back and ask me again when you have learned to control more powerful magic, though!\"";
+ close;
L_Teach:
- if (@Q_status == @STATUS_INITIAL) goto L_Teach_Initial;
- if (@Q_status == @STATUS_LEARNED_LIGHT_HEAL) goto L_Teach_CheckAdvanceTo2;
- if (@Q_status == @STATUS_MASTERED_LIGHT_HEAL) goto L_Teach_CheckAdvanceToLOH;
- if (@Q_status == @STATUS_LEARNED_LAY_ON_HANDS) goto L_Teach_Explain3;
- if (@Q_status == @STATUS_WAITING_FOR_KADIYA) goto L_Teach_CheckAdvanceTo3;
- if (@Q_status == @STATUS_READY_TO_LEARN_CURE_POISON) goto L_Teach_CurePosion;
- if (@Q_status == @STATUS_LEARNED_CURE_POISON) goto L_Teach_dunno;
-
- mes "[Elanore the Healer]";
- mes "\"You have made good progress, but you lack the magical power to advance further. Also, I would like to observe you some more to be certain that you will make a good healer.\"";
- close;
+ if (@Q_status == @STATUS_INITIAL) goto L_Teach_Initial;
+ if (@Q_status == @STATUS_LEARNED_LIGHT_HEAL) goto L_Teach_CheckAdvanceTo2;
+ if (@Q_status == @STATUS_MASTERED_LIGHT_HEAL) goto L_Teach_CheckAdvanceToLOH;
+ if (@Q_status == @STATUS_LEARNED_LAY_ON_HANDS) goto L_Teach_Explain3;
+ if (@Q_status == @STATUS_WAITING_FOR_KADIYA) goto L_Teach_CheckAdvanceTo3;
+ if (@Q_status == @STATUS_READY_TO_LEARN_CURE_POISON) goto L_Teach_CurePosion;
+ if (@Q_status == @STATUS_LEARNED_CURE_POISON) goto L_Teach_dunno;
+
+ mes "[Elanore the Healer]";
+ mes "\"You have made good progress, but you lack the magical power to advance further. Also, I would like to observe you some more to be certain that you will make a good healer.\"";
+ close;
L_Teach_Initial:
- mes "[Elanore the Healer]";
- mes "\"I will only teach you magic of the school of Life, and that only if you prove yourself to be a good healer-- that is, if you use your powers to help others.\"";
- mes "She hesistates.";
- next;
- mes "[Elanore the Healer]";
- mes "\"I don't know you very well, but I don't think that there is any harm in teaching you a simple spell.\"";
- mes "She reaches inside her satchel and pulls out a piece of crystal, glittering in the sun.";
- mes "\"This here is a lifestone, life energy encased in a crystal shell. You will need it for most healing magic.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"To heal someone, first locate the injury. As a beginner, you have to touch the wound; with practice, it will be enough to think about it. Hold the lifestone in one hand, touching the wound with the other.\"";
- mes "\"Then say, '" + getspellinvocation("lesser-heal") + "', followed by the name of the one you wish to heal.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"You might want to write that down, actually. In fact, you might want to make sure to keep notes of all spells you hear, for you never know if you will hear them again!\"";
- mes "\"The invocation was '" + getspellinvocation("lesser-heal") + "'.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"This will only cure cuts and bruises, though, and it will take some time to take effect. It will be useless to mend broken bones or more severe injuries!\"";
- mes "\"To heal yourself, it's enough to just say '" + getspellinvocation("lesser-heal") + "' by itself.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"Let me give you a lifestone to get started with.\"";
- next;
-
- getinventorylist;
- if ((@inventorylist_count == 100) && (countitem("Lifestone") == 0))
- goto L_Teach_Initial_Noroom;
-
- getitem "Lifestone", 1;
- set @Q_status, @STATUS_LEARNED_LIGHT_HEAL;
- callsub S_update_var;
-
- mes "[Elanore the Healer]";
- mes "Elanore hands you the crystal.";
- mes "\"Here you are. I hope that it will allow you to do good!\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"I will only teach you magic of the school of Life, and that only if you prove yourself to be a good healer-- that is, if you use your powers to help others.\"";
+ mes "She hesistates.";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"I don't know you very well, but I don't think that there is any harm in teaching you a simple spell.\"";
+ mes "She reaches inside her satchel and pulls out a piece of crystal, glittering in the sun.";
+ mes "\"This here is a lifestone, life energy encased in a crystal shell. You will need it for most healing magic.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"To heal someone, first locate the injury. As a beginner, you have to touch the wound; with practice, it will be enough to think about it. Hold the lifestone in one hand, touching the wound with the other.\"";
+ mes "\"Then say, '" + getspellinvocation("lesser-heal") + "', followed by the name of the one you wish to heal.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"You might want to write that down, actually. In fact, you might want to make sure to keep notes of all spells you hear, for you never know if you will hear them again!\"";
+ mes "\"The invocation was '" + getspellinvocation("lesser-heal") + "'.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"This will only cure cuts and bruises, though, and it will take some time to take effect. It will be useless to mend broken bones or more severe injuries!\"";
+ mes "\"To heal yourself, it's enough to just say '" + getspellinvocation("lesser-heal") + "' by itself.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"Let me give you a lifestone to get started with.\"";
+ next;
+ getinventorylist;
+ if ((@inventorylist_count == 100) && (countitem("Lifestone") == 0)) goto L_Teach_Initial_Noroom;
+ getitem "Lifestone", 1;
+ set @Q_status, @STATUS_LEARNED_LIGHT_HEAL;
+ callsub S_update_var;
+
+ mes "[Elanore the Healer]";
+ mes "Elanore hands you the crystal.";
+ mes "\"Here you are. I hope that it will allow you to do good!\"";
+ close;
L_Teach_Initial_Noroom:
- mes "[Elanore the Healer]";
- mes "\"Oh... you managed to put things into every little nook and pocket, haven't you? Well, come back later, I will give it to you then.\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"Oh... you managed to put things into every little nook and pocket, haven't you? Well, come back later, I will give it to you then.\"";
+ close;
L_Teach_CheckAdvanceTo2:
- mes "[Elanore the Healer]";
- if (@Q_heal_exp < 20)
- goto L_Teach_CheckAdvanceTo2_fail;
- mes "Elanore smiles at you.";
- mes "\"From what I have been hearing, you seem to be doing well on your way to becoming a healer. I have decided to accept you as a student of the School of Life Magic.\"";
- next;
+ mes "[Elanore the Healer]";
+ if (@Q_heal_exp < 20) goto L_Teach_CheckAdvanceTo2_fail;
+ mes "Elanore smiles at you.";
+ mes "\"From what I have been hearing, you seem to be doing well on your way to becoming a healer. I have decided to accept you as a student of the School of Life Magic.\"";
+ next;
+ if (getskilllv(SKILL_MAGIC) < 2) goto L_Teach_AdvanceTo2_warn;
+ goto L_Teach_AdvanceTo2_skip;
- if (getskilllv(SKILL_MAGIC) < 2)
- goto L_Teach_AdvanceTo2_warn;
-
- goto L_Teach_AdvanceTo2_skip;
L_Teach_AdvanceTo2_warn:
- mes "[Elanore the Healer]";
- mes "\"But be warned: you won't be able to use advanced healing magic until you are more capable in your regular magic usage.\"";
- next;
-L_Teach_AdvanceTo2_skip:
-
- mes "[Elanore the Healer]";
- mes "\"Please stand still.\"";
- mes "She walks up to you, holds your shoulders, and smiles at you.";
- next;
+ mes "[Elanore the Healer]";
+ mes "\"But be warned: you won't be able to use advanced healing magic until you are more capable in your regular magic usage.\"";
+ next;
- mes "[Elanore the Healer]";
- mes "Then, she rises up on her tiptoes and kisses you on your forehead.";
- next;
-
- mes "[Elanore the Healer]";
- mes "You feel a strange, tingling kind of warmth spread through your body.";
-
- set @Q_status, @STATUS_MASTERED_LIGHT_HEAL;
- callsub S_update_var;
- set @SUP_xp, 5000;
- set @SUP_lvl, 2;
- callfunc "SkillUp";
- close;
+L_Teach_AdvanceTo2_skip:
+ mes "[Elanore the Healer]";
+ mes "\"Please stand still.\"";
+ mes "She walks up to you, holds your shoulders, and smiles at you.";
+ next;
+ mes "[Elanore the Healer]";
+ mes "Then, she rises up on her tiptoes and kisses you on your forehead.";
+ next;
+ mes "[Elanore the Healer]";
+ mes "You feel a strange, tingling kind of warmth spread through your body.";
+ set @Q_status, @STATUS_MASTERED_LIGHT_HEAL;
+ callsub S_update_var;
+ set @SUP_xp, 5000;
+ set @SUP_lvl, 2;
+ callfunc "SkillUp";
+ close;
L_Teach_CheckAdvanceTo2_fail:
- mes "\"I think I would like to observe you for a little longer to see if you would make a good healer.\"";
- if (@Q_heal_exp < 5)
- mes "\"You are still at the beginning of your path, but do keep practicing.\"";
- if ((@Q_heal_exp >= 5) && (@Q_heal_exp < 15))
- mes "\"You are making progress, but you still need more practice.\"";
- if (@Q_heal_exp >= 15)
- mes "\"You have made good progress, but please do continue in your efforts.\"";
- close;
+ mes "\"I think I would like to observe you for a little longer to see if you would make a good healer.\"";
+ if (@Q_heal_exp < 5)
+ mes "\"You are still at the beginning of your path, but do keep practicing.\"";
+ if ((@Q_heal_exp >= 5) && (@Q_heal_exp < 15))
+ mes "\"You are making progress, but you still need more practice.\"";
+ if (@Q_heal_exp >= 15)
+ mes "\"You have made good progress, but please do continue in your efforts.\"";
+ close;
L_Teach_CheckAdvanceToLOH:
- if (getskilllv(SKILL_MAGIC) < 2)
- goto L_Teach_LOH_advance_abort0;
- if (@Q_heal_exp < 30)
- goto L_Teach_LOH_advance_abort1;
-
- mes "[Elanore the Healer]";
- mes "\"I will now teach you how to heal by laying on your hands. The technique is similar to the spell I taught you at the beginning, but this time you transfer your own health instead of drawing health from a lifestone.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"First, lay your hand on the person you wish to heal. You needn't touch the injury itself, though you have to touch the skin until you are a little more experienced. Then, medidate on the word '" + getspellinvocation("lay-on-hands") + "'\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"This will let your own life force flow into the person you are healing. If you are badly injured yourself, you will not be able to do this.\"";
- mes "[1000 experience points]";
- getexp 1000, 0;
- set @Q_status, @STATUS_LEARNED_LAY_ON_HANDS;
- callsub S_update_var;
- close;
+ if (getskilllv(SKILL_MAGIC) < 2) goto L_Teach_LOH_advance_abort0;
+ if (@Q_heal_exp < 30) goto L_Teach_LOH_advance_abort1;
+
+ mes "[Elanore the Healer]";
+ mes "\"I will now teach you how to heal by laying on your hands. The technique is similar to the spell I taught you at the beginning, but this time you transfer your own health instead of drawing health from a lifestone.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"First, lay your hand on the person you wish to heal. You needn't touch the injury itself, though you have to touch the skin until you are a little more experienced. Then, medidate on the word '" + getspellinvocation("lay-on-hands") + "'\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"This will let your own life force flow into the person you are healing. If you are badly injured yourself, you will not be able to do this.\"";
+ mes "[1000 experience points]";
+ getexp 1000, 0;
+ set @Q_status, @STATUS_LEARNED_LAY_ON_HANDS;
+ callsub S_update_var;
+ close;
L_Teach_LOH_advance_abort0:
- mes "[Elanore the Healer]";
- mes "\"You don't have enough magical power to learn the next healing spell yet.\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"You don't have enough magical power to learn the next healing spell yet.\"";
+ close;
L_Teach_LOH_advance_abort1:
- mes "[Elanore the Healer]";
- mes "\"I'm sorry, but I am not yet convinced that you are a good enough healer. Please continue in your endeavours.\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"I'm sorry, but I am not yet convinced that you are a good enough healer. Please continue in your endeavours.\"";
+ close;
L_Teach_Explain3:
- if (getskilllv(SKILL_MAGIC) < 3)
- goto L_Teach_Explain3_abort;
- if (@Q_heal_exp < 50)
- goto L_Teach_Explain3_fail;
-
- mes "[Elanore the Healer]";
- mes "Elanore smiles.";
- mes "\"You seem to be ready to advance as a healer. There is one favour I must ask of you first, though.\"";
- set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(NIBBLE_3_MASK)); // Initialise Kadiya quest
- set @Q_status, @STATUS_WAITING_FOR_KADIYA;
- callsub S_update_var;
- next;
-
- mes "[Elanore the Healer]";
- mes "\"There is a man here in Tulimshar with a beautiful young daughter; his name is Omar, and his daughter's name is Kadiya.\"";
- mes "\"Once, when I was a young apprentice, I made a mistake treating Omar. Ever since, he no longer trusts me.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"But his daugher has contracted Mopox, so she needs help. He doesn't trust me, but perhaps he will trust you; you have been helping quite a few people, after all.\"";
- next;
+ if (getskilllv(SKILL_MAGIC) < 3) goto L_Teach_Explain3_abort;
+ if (@Q_heal_exp < 50) goto L_Teach_Explain3_fail;
+
+ mes "[Elanore the Healer]";
+ mes "Elanore smiles.";
+ mes "\"You seem to be ready to advance as a healer. There is one favour I must ask of you first, though.\"";
+ set QUEST_MAGIC2, (QUEST_MAGIC2 & ~(NIBBLE_3_MASK)); // Initialise Kadiya quest
+ set @Q_status, @STATUS_WAITING_FOR_KADIYA;
+ callsub S_update_var;
+ next;
+
+ mes "[Elanore the Healer]";
+ mes "\"There is a man here in Tulimshar with a beautiful young daughter; his name is Omar, and his daughter's name is Kadiya.\"";
+ mes "\"Once, when I was a young apprentice, I made a mistake treating Omar. Ever since, he no longer trusts me.\"";
+ next;
+
+ mes "[Elanore the Healer]";
+ mes "\"But his daugher has contracted Mopox, so she needs help. He doesn't trust me, but perhaps he will trust you; you have been helping quite a few people, after all.\"";
+ next;
L_3_menu:
- menu
- "What should I do?", L_3_what_to_do,
- "Where can I find the sick girl?", L_3_where,
- "How did you mess up?", L_3_messup,
- "I will get started right away.", -,
- "Maybe later.", -;
+ menu
+ "What should I do?", L_3_what_to_do,
+ "Where can I find the sick girl?", L_3_where,
+ "How did you mess up?", L_3_messup,
+ "I will get started right away.", -,
+ "Maybe later.", -;
goto L_Main;
L_3_what_to_do:
- mes "[Elanore the Healer]";
- mes "\"You will have to brew a Mopox cure potion and give it to her. You should ask Caul to help you, he knows the recipe.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"First, you will need a concentration potion and an iron potion-- together, they will give her her strength back. You also need a lifestone, and a gamboge leaf against the toxins in her body.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"You then have to add in roots, water, mauve leaves and sulphur powder until the brew is gooey and neither light nor dark. Caul will explain the details to you.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"There is a transmutation spell to make sulphur powder. If you don't know the magic, perhaps you can ask a transmutation mage to help you with this part.\"";
- next;
- goto L_3_menu;
+ mes "[Elanore the Healer]";
+ mes "\"You will have to brew a Mopox cure potion and give it to her. You should ask Caul to help you, he knows the recipe.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"First, you will need a concentration potion and an iron potion-- together, they will give her her strength back. You also need a lifestone, and a gamboge leaf against the toxins in her body.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"You then have to add in roots, water, mauve leaves and sulphur powder until the brew is gooey and neither light nor dark. Caul will explain the details to you.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"There is a transmutation spell to make sulphur powder. If you don't know the magic, perhaps you can ask a transmutation mage to help you with this part.\"";
+ next;
+ goto L_3_menu;
L_3_messup:
- mes "[Elanore the Healer]";
- mes "\"Ah... well, Omar is a trader, and a frequent traveler. One day he came back from a journey with fleas in his beard and asked me to get rid of them.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "\"Unfortunately I used the wrong lotion on the fleas, so instead of being scared away, they grew to enormous proportions and ate up all of his beard.\"";
- next;
-
- mes "[Elanore the Healer]";
- mes "Elanore blushes.";
- mes "\"Ever since then he hasn't been very trusting towards my skills, and I suppose that I can't blame him. But I don't want poor Kadiya to suffer because of that.\"";
- next;
- goto L_3_menu;
+ mes "[Elanore the Healer]";
+ mes "\"Ah... well, Omar is a trader, and a frequent traveler. One day he came back from a journey with fleas in his beard and asked me to get rid of them.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"Unfortunately I used the wrong lotion on the fleas, so instead of being scared away, they grew to enormous proportions and ate up all of his beard.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "Elanore blushes.";
+ mes "\"Ever since then he hasn't been very trusting towards my skills, and I suppose that I can't blame him. But I don't want poor Kadiya to suffer because of that.\"";
+ next;
+ goto L_3_menu;
L_3_where:
- mes "[Elanore the Healer]";
- mes "\"Kadiya and Omar live relatively close by. See this corner in the inner city wall east of here? Turn past it, then go north. It's the second house.\"";
- next;
- goto L_3_menu;
+ mes "[Elanore the Healer]";
+ mes "\"Kadiya and Omar live relatively close by. See this corner in the inner city wall east of here? Turn past it, then go north. It's the second house.\"";
+ next;
+ goto L_3_menu;
L_Teach_Explain3_abort:
- mes "[Elanore the Healer]";
- mes "\"I'm sorry, but you lack the magical power to advance.\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"I'm sorry, but you lack the magical power to advance.\"";
+ close;
L_Teach_Explain3_fail:
- mes "[Elanore the Healer]";
- if (@Q_heal_exp < 30)
- mes "\"You seem to have regressed as a healer. This is worrisome; please mend your ways or I will not teach you any further.\"";
- if ((@Q_heal_exp >= 30) && (@Q_heal_exp < 40))
- mes "\"You still need more practice in the art of healing.\"";
- if ((@Q_heal_exp >= 40))
- mes "\"You are doing well, but you need some more practice as a healer first.\"";
- close;
+ mes "[Elanore the Healer]";
+ if (@Q_heal_exp < 30)
+ mes "\"You seem to have regressed as a healer. This is worrisome; please mend your ways or I will not teach you any further.\"";
+ if ((@Q_heal_exp >= 30) && (@Q_heal_exp < 40))
+ mes "\"You still need more practice in the art of healing.\"";
+ if ((@Q_heal_exp >= 40))
+ mes "\"You are doing well, but you need some more practice as a healer first.\"";
+ close;
L_Teach_CheckAdvanceTo3:
- callfunc "KadiyaSubquestConsts";
-
- if (@Q_kadiya_status >= @Q_STATUS_COMPLETED)
- goto L_Teach_AdvanceTo3Ready;
+ callfunc "KadiyaSubquestConsts";
- mes "[Elanore the Healer]";
- mes "\"Please help Kadiya.\"";
- next;
+ if (@Q_kadiya_status >= @Q_STATUS_COMPLETED) goto L_Teach_AdvanceTo3Ready;
- goto L_3_menu;
+ mes "[Elanore the Healer]";
+ mes "\"Please help Kadiya.\"";
+ next;
+ goto L_3_menu;
L_Teach_AdvanceTo3Ready:
- mes "[Elanore the Healer]";
- mes "\"I have heard of what you did. Hiding the potion in her favorite food-- that was clever.\"";
- mes "She smiles at you.";
- mes "\"Omar let me have a look at her earlier, and she seems to be recovering. You did very well.";
- next;
-
- mes "[Elanore the Healer]";
- mes "Elanor turns towards you, rises up on her toes and kisses you on the forehead.";
- next;
-
- set @xp, 30000;
- if (@Q_kadiya_status == @Q_STATUS_COMPLETED_ELANORE)
- set @xp, 50000;
-
- mes "[Elanore the Healer]";
- mes "You feel a strange, tingling kind of warmth spread through your body.";
- mes "[" + @xp + " experience points]";
- mes "[Level 3 in Life Magic]";
-
- set @Q_status, @STATUS_READY_TO_LEARN_CURE_POISON;
- callsub S_update_var;
- getexp @xp, 0;
- if (getskilllv(SKILL_MAGIC_LIFE) < 3)
- setskill SKILL_MAGIC_LIFE, 3;
- next;
-
-
- if (@Q_kadiya_status != @Q_STATUS_COMPLETED_ELANORE)
- goto L_Main;
-
- mes "[Elanore the Healer]";
- mes "\"Overall I am impressed by your progress. If you continue as you are doing now, you might become a great healer.\"";
- mes "She hands you a handful of lifestones.";
- mes "\"Please come back soon; there is more that I would like to teach you.\"";
- next;
- set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_ELANORE_OMAR;
- getitem "Lifestone", 20;
-
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"I have heard of what you did. Hiding the potion in her favorite food-- that was clever.\"";
+ mes "She smiles at you.";
+ mes "\"Omar let me have a look at her earlier, and she seems to be recovering. You did very well.";
+ next;
+ mes "[Elanore the Healer]";
+ mes "Elanor turns towards you, rises up on her toes and kisses you on the forehead.";
+ next;
+ set @xp, 30000;
+ if (@Q_kadiya_status == @Q_STATUS_COMPLETED_ELANORE)
+ set @xp, 50000;
+ mes "[Elanore the Healer]";
+ mes "You feel a strange, tingling kind of warmth spread through your body.";
+ mes "[" + @xp + " experience points]";
+ mes "[Level 3 in Life Magic]";
+
+ set @Q_status, @STATUS_READY_TO_LEARN_CURE_POISON;
+ callsub S_update_var;
+ getexp @xp, 0;
+ if (getskilllv(SKILL_MAGIC_LIFE) < 3)
+ setskill SKILL_MAGIC_LIFE, 3;
+ next;
+
+ if (@Q_kadiya_status != @Q_STATUS_COMPLETED_ELANORE) goto L_Main;
+
+ mes "[Elanore the Healer]";
+ mes "\"Overall I am impressed by your progress. If you continue as you are doing now, you might become a great healer.\"";
+ mes "She hands you a handful of lifestones.";
+ mes "\"Please come back soon; there is more that I would like to teach you.\"";
+ next;
+ set MAGIC_FLAGS, MAGIC_FLAGS | MFLAG_ELANORE_OMAR;
+ getitem "Lifestone", 20;
+
+ goto L_Main;
L_Teach_CurePosion:
- mes "[Elanore the Healer]";
- mes "\"Thank you again for your help with Kadiya!\"";
- mes "\"Curing sicknesses is often quite difficult; most of them require complicated potions to be brewed.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"Fortunately, things are much easier with most poisons. For those we have a simple spell that only requires a Gamboge leaf.\"";
- mes "\"This is the next spell that I would like to teach you.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"If you would like to cure someone who is poisoned, first rub a Gamboge leaf between your hands. Your hands must be covered in Gamboge liquid for this to work.\"";
- mes "\"Speak the invocation, `" + getspellinvocation("cure-poison") + "'.\"";
- mes "\"Next, you either touch the poisoned person with your hands, or speak their name. You have to be close for this to work, though.\"";
- next;
- mes "[Elanore the Healer]";
- mes "\"Once again, the invocation is `" + getspellinvocation("cure-poison") + "'.\"";
- mes "\"Come back again soon; there is another spell I would like to teach you.\"";
- next;
- set @Q_status, @STATUS_LEARNED_CURE_POISON;
- callsub S_update_var;
-
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"Thank you again for your help with Kadiya!\"";
+ mes "\"Curing sicknesses is often quite difficult; most of them require complicated potions to be brewed.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"Fortunately, things are much easier with most poisons. For those we have a simple spell that only requires a Gamboge leaf.\"";
+ mes "\"This is the next spell that I would like to teach you.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"If you would like to cure someone who is poisoned, first rub a Gamboge leaf between your hands. Your hands must be covered in Gamboge liquid for this to work.\"";
+ mes "\"Speak the invocation, `" + getspellinvocation("cure-poison") + "'.\"";
+ mes "\"Next, you either touch the poisoned person with your hands, or speak their name. You have to be close for this to work, though.\"";
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"Once again, the invocation is `" + getspellinvocation("cure-poison") + "'.\"";
+ mes "\"Come back again soon; there is another spell I would like to teach you.\"";
+ next;
+ set @Q_status, @STATUS_LEARNED_CURE_POISON;
+ callsub S_update_var;
+ goto L_Main;
L_Teach_dunno:
- mes "[Elanore the Healer]";
- mes "\"Hmm. I wanted to teach you something, but I've forgotten what it was... please come back later.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"Hmm. I wanted to teach you something, but I've forgotten what it was... please come back later.\"";
+ next;
+ goto L_Main;
L_NoMagicNoTeach:
- mes "[Elanore the Healer]";
- mes "Elanore shakes her head.";
- mes "\"I am sorry, but you don't have any magical abilities. I can only teach those who already have the power to do magic.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "Elanore shakes her head.";
+ mes "\"I am sorry, but you don't have any magical abilities. I can only teach those who already have the power to do magic.\"";
+ next;
+ goto L_Main;
L_Question:
- callfunc "MagicTalkOptionsSetup";
- set @ignore, @QQ_ELANORE;
- callfunc "MagicTalkMenu";
-
- if (@c == 0) goto L_Main;
- if (@c == @QQ_MANASEED) goto L_Q_manaseed;
- if (@c == @QQ_MANAPOTION) goto L_Q_manapotion;
- if (@c == @QQ_WYARA) goto L_Q_wyara;
- if (@c == @QQ_SAGATHA) goto L_Q_sagatha;
- if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel;
- if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz;
- if (@c == @QQ_ASTRALSOUL)goto L_Q_astralsoul;
-
- mes "[Elanore the Healer]";
- mes "Elanore shakes her head.";
- mes "\"I am sorry, but I don't think that I know anything that would help you.\"";
- next;
- goto L_Main;
+ callfunc "MagicTalkOptionsSetup";
+ set @ignore, @QQ_ELANORE;
+ callfunc "MagicTalkMenu";
+
+ if (@c == 0) goto L_Main;
+ if (@c == @QQ_MANASEED) goto L_Q_manaseed;
+ if (@c == @QQ_MANAPOTION) goto L_Q_manapotion;
+ if (@c == @QQ_WYARA) goto L_Q_wyara;
+ if (@c == @QQ_SAGATHA) goto L_Q_sagatha;
+ if (@c == @QQ_AULDSBEL) goto L_Q_auldsbel;
+ if (@c == @QQ_OLDWIZ) goto L_Q_oldwiz;
+ if (@c == @QQ_ASTRALSOUL) goto L_Q_astralsoul;
+
+ mes "[Elanore the Healer]";
+ mes "Elanore shakes her head.";
+ mes "\"I am sorry, but I don't think that I know anything that would help you.\"";
+ next;
+ goto L_Main;
L_Q_astralsoul:
- mes "[Elanore the Healer]";
- mes "\"The astral soul skill is one of the most important skills for mages. I learned this focus long time ago. Without that skill your magic is quite useless, isn't it? If the rumors are really true, there is an experienced mage in the Woodlands around Hurnscald.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"The astral soul skill is one of the most important skills for mages. I learned this focus long time ago. Without that skill your magic is quite useless, isn't it? If the rumors are really true, there is an experienced mage in the Woodlands around Hurnscald.\"";
+ next;
+ goto L_Main;
L_Q_oldwiz:
- mes "[Elanore the Healer]";
- mes "\"He is a kind old man. He stays mostly with his books and his apprentice, though we have chatted a few times.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"He is a kind old man. He stays mostly with his books and his apprentice, though we have chatted a few times.\"";
+ next;
+ goto L_Main;
L_Q_manaseed:
- mes "[Elanore the Healer]";
- mes "She smiles.";
- mes "\"If the rumors are true and there really is a Mana Seed, then that would be wonderful news-- perhaps we will have a few more healers soon!\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "She smiles.";
+ mes "\"If the rumors are true and there really is a Mana Seed, then that would be wonderful news-- perhaps we will have a few more healers soon!\"";
+ next;
+ goto L_Main;
L_Q_manapotion:
- mes "[Elanore the Healer]";
- mes "\"I'm sorry, but I can't help you with that.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"I'm sorry, but I can't help you with that.\"";
+ next;
+ goto L_Main;
L_Q_wyara:
- mes "[Elanore the Healer]";
- mes "\"Wyara is the Hurnscald town witch. She was also the town healer before the Doctor moved there.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"Wyara is the Hurnscald town witch. She was also the town healer before the Doctor moved there.\"";
+ next;
+ goto L_Main;
L_Q_sagatha:
- mes "[Elanore the Healer]";
- mes "\"Oh, I have only met Sagatha once or twice, while collecting herbs. She is a warm and gentle person, but she tries to hide it.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"Oh, I have only met Sagatha once or twice, while collecting herbs. She is a warm and gentle person, but she tries to hide it.\"";
+ next;
+ goto L_Main;
L_Q_auldsbel:
- mes "[Elanore the Healer]";
- mes "\"Oh, sorry-- I don't really know him very well.\"";
- next;
- goto L_Main;
+ mes "[Elanore the Healer]";
+ mes "\"Oh, sorry-- I don't really know him very well.\"";
+ next;
+ goto L_Main;
L_CurePoison:
- mes "[Elanore the Healer]";
- mes "\"Oh dear! That looks like poison; hang on...\"";
- mes "She performs a complicated gesture.";
+ mes "[Elanore the Healer]";
+ mes "\"Oh dear! That looks like poison; hang on...\"";
+ mes "She performs a complicated gesture.";
sc_end(sc_poison);
sc_end(sc_slowpoison);
- misceffect sfx_magic_life, strcharinfo(0);
- misceffect sfx_magic_life;
-
- next;
-
- mes "[Elanore the Healer]";
- mes "\"There you are, right as rain! Now you take care, all right?\"";
- close;
+ misceffect sfx_magic_life, strcharinfo(0);
+ misceffect sfx_magic_life;
+ next;
+ mes "[Elanore the Healer]";
+ mes "\"There you are, right as rain! Now you take care, all right?\"";
+ close;
L_bye:
- mes "[Elanore the Healer]";
- mes "\"Goodbye!\"";
- close;
+ mes "[Elanore the Healer]";
+ mes "\"Goodbye!\"";
+ close;
S_update_var:
- set QUEST_MAGIC2,
- (QUEST_MAGIC2 & ~(@Q_MASK)
- | (@Q_status << @Q_SHIFT));
- return;
+ set QUEST_MAGIC2,
+ (QUEST_MAGIC2 & ~(@Q_MASK)
+ | (@Q_status << @Q_SHIFT));
+ return;
}
diff --git a/world/map/npc/001-1/entertainer.txt b/world/map/npc/001-1/entertainer.txt
index 149f1e2f..d99b2d94 100644
--- a/world/map/npc/001-1/entertainer.txt
+++ b/world/map/npc/001-1/entertainer.txt
@@ -1,44 +1,44 @@
// Emote NPC allows for players to learn the emote skill
-001-1.gat,30,45,0 script Entertainer 165,{
- set @EMOTE_SKILL, 1;
- if (getskilllv(@EMOTE_SKILL) > 0) goto L_Has;
+001-1.gat,30,45,0|script|Entertainer|165,{
+ set @EMOTE_SKILL, 1;
+ if (getskilllv(@EMOTE_SKILL) > 0) goto L_Has;
- mes "[Entertainer]";
- mes "\"Yes how can I help you?\"";
- menu
- "What are those emotions above your head?", L_Learn,
- "Nothing I guess", -;
- close;
+ mes "[Entertainer]";
+ mes "\"Yes how can I help you?\"";
+ menu
+ "What are those emotions above your head?", L_Learn,
+ "Nothing I guess", -;
+ close;
L_Learn:
- mes "[Entertainer]";
- mes "\"They are called emotes, I use them to express how I am feeling";
- mes "I can teach you to do them too\"";
- menu
- "Ok sure", L_Learn2,
- "Why would I need to that", -;
- close;
+ mes "[Entertainer]";
+ mes "\"They are called emotes, I use them to express how I am feeling";
+ mes "I can teach you to do them too\"";
+ menu
+ "Ok sure", L_Learn2,
+ "Why would I need to that", -;
+ close;
L_Learn2:
- setskill @EMOTE_SKILL, 1;
- mes "[Entertainer]";
- mes "\"All you have to do is press alt and a number";
- mes "The number determines what emotion will be showned";
- mes "Some clients will also show an emote shortcut-bar with the F12 button\"";
- close;
+ setskill @EMOTE_SKILL, 1;
+ mes "[Entertainer]";
+ mes "\"All you have to do is press alt and a number";
+ mes "The number determines what emotion will be showned";
+ mes "Some clients will also show an emote shortcut-bar with the F12 button\"";
+ close;
L_Has:
- mes "[Entertainer]";
- mes "\"The entertainment life is a hard life...\" *sigh*";
- close;
+ mes "[Entertainer]";
+ mes "\"The entertainment life is a hard life...\" *sigh*";
+ close;
OnTimer3000:
- emotion rand(0,11);
- setnpctimer 0;
+ emotion rand(0,11);
+ setnpctimer 0;
OnInit:
- initnpctimer;
+ initnpctimer;
}
diff --git a/world/map/npc/001-1/gossip.txt b/world/map/npc/001-1/gossip.txt
index 0deb42ae..920e4a84 100644
--- a/world/map/npc/001-1/gossip.txt
+++ b/world/map/npc/001-1/gossip.txt
@@ -1,80 +1,80 @@
// NPC to provide hints on progression of linear quest chain in Tulimshar
-001-1.gat,49,31,0 script Gladys 154,{
- mes "[Gladys, Town Gossip]";
- mes "\"Hello deary! I hear some of the most fascinating rumors and bits of news. I just heard a bit more today!\"";
- mes "\"Would you like me to let you in on the good stuff?\"";
- menu
- "Sure!", L_Yes,
- "No thanks.", L_No;
+001-1.gat,49,31,0|script|Gladys|154,{
+ mes "[Gladys, Town Gossip]";
+ mes "\"Hello deary! I hear some of the most fascinating rumors and bits of news. I just heard a bit more today!\"";
+ mes "\"Would you like me to let you in on the good stuff?\"";
+ menu
+ "Sure!", L_Yes,
+ "No thanks.", L_No;
L_Yes:
- if (TMW_Quest >=40) goto L_Ferry;
- if (TMW_Quest >=12) goto L_Desert;
- if (TMW_Quest >=10) goto L_Sandra;
- if (TMW_Quest >=8) goto L_Vinc;
- if (TMW_Quest >=6) goto L_Sarah;
- if (TMW_Quest >=4) goto L_Mik;
- if (TMW_Quest <1) goto L_Intro;
+ if (TMW_Quest >=40) goto L_Ferry;
+ if (TMW_Quest >=12) goto L_Desert;
+ if (TMW_Quest >=10) goto L_Sandra;
+ if (TMW_Quest >=8) goto L_Vinc;
+ if (TMW_Quest >=6) goto L_Sarah;
+ if (TMW_Quest >=4) goto L_Mik;
+ if (TMW_Quest <1) goto L_Intro;
L_No:
- mes "[Gladys, Town Gossip]";
- mes "\"Very well. Come back whenever you like. I am always getting juicy bits of news!\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"Very well. Come back whenever you like. I am always getting juicy bits of news!\"";
+ close;
L_Intro:
- mes "[Gladys, Town Gossip]";
- mes "\"Have you met our lovely guard captain yet? He usually keeps a post just outside the gates where he can keep an eye on things. He likes to talk to new adventurers too.\"";
- next;
- mes "Gladys, Town Gossip]";
- mes "\"I also overheard some of the children in the square talking today. I think they are having trouble with some of their chores. Kids these days...\"";
- next;
- mes "The old lady trails off and starts muttering to herself about hills and snow. Perhaps it's best to leave her alone for now.";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"Have you met our lovely guard captain yet? He usually keeps a post just outside the gates where he can keep an eye on things. He likes to talk to new adventurers too.\"";
+ next;
+ mes "Gladys, Town Gossip]";
+ mes "\"I also overheard some of the children in the square talking today. I think they are having trouble with some of their chores. Kids these days...\"";
+ next;
+ mes "The old lady trails off and starts muttering to herself about hills and snow. Perhaps it's best to leave her alone for now.";
+ close;
L_Mik:
- mes "[Gladys, Town Gossip]";
- mes "\"That nice young boy Bernard gave me some of the soup you helped him make. It was lovely!\"";
- next;
- mes "[Gladys, Town Gossip]";
- mes "\"One of the ladies in my quilting club mentioned giving a task to her grandson. I have my doubts about whether he ever finished it...\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"That nice young boy Bernard gave me some of the soup you helped him make. It was lovely!\"";
+ next;
+ mes "[Gladys, Town Gossip]";
+ mes "\"One of the ladies in my quilting club mentioned giving a task to her grandson. I have my doubts about whether he ever finished it...\"";
+ close;
L_Sarah:
- mes "[Gladys, Town Gossip]";
- mes "\"Ethel, the lady in my quilting club, told me you helped her grandson with his chore. That was awfully nice of you!\"";
- next;
- mes "[Gladys, Town Gossip]";
- mes "\"Do you believe what parents will let their kids do these days?! I heard about this girl at the far side of town who does nothing but eat sweets all day! Honestly, what is the world coming to?\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"Ethel, the lady in my quilting club, told me you helped her grandson with his chore. That was awfully nice of you!\"";
+ next;
+ mes "[Gladys, Town Gossip]";
+ mes "\"Do you believe what parents will let their kids do these days?! I heard about this girl at the far side of town who does nothing but eat sweets all day! Honestly, what is the world coming to?\"";
+ close;
L_Vinc:
- mes "[Gladys, Town Gossip]";
- mes "\"I just got news of an exciting new business opportunity! There's supposed to be a new entrepreneur in town somewhere making toys. You should get in on the ground floor!\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"I just got news of an exciting new business opportunity! There's supposed to be a new entrepreneur in town somewhere making toys. You should get in on the ground floor!\"";
+ close;
L_Sandra:
- mes "[Gladys, Town Gossip]";
- mes "\"How's that toy business working out? Pretty good tip, huh?\"";
- next;
- mes "[Gladys, Town Gossip]";
- mes "\"I've been hearing reports of you all over town! I think there's only one little girl you haven't assisted, but she's a strange one...always messing about with bugs. Yuck!\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"How's that toy business working out? Pretty good tip, huh?\"";
+ next;
+ mes "[Gladys, Town Gossip]";
+ mes "\"I've been hearing reports of you all over town! I think there's only one little girl you haven't assisted, but she's a strange one...always messing about with bugs. Yuck!\"";
+ close;
L_Desert:
- if (Sex == 0) set @person$, "gal";
- if (Sex == 1) set @person$, "guy";
+ if (Sex == 0) set @person$, "gal";
+ if (Sex == 1) set @person$, "guy";
- mes "[Gladys, Town Gossip]";
- mes "\"Well, if it isn't " + strcharinfo(0) + "! Our local hero and supernice " + @person$ + ".\"";
- mes "\"The whole town is buzzing about you now!\"";
- next;
- mes "[Gladys, Town Gossip]";
- mes "\"If you're still looking for adventure, I would suggest talking to some of the guards. I hear there is a monster threat outside the city walls!\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "\"Well, if it isn't " + strcharinfo(0) + "! Our local hero and supernice " + @person$ + ".\"";
+ mes "\"The whole town is buzzing about you now!\"";
+ next;
+ mes "[Gladys, Town Gossip]";
+ mes "\"If you're still looking for adventure, I would suggest talking to some of the guards. I hear there is a monster threat outside the city walls!\"";
+ close;
L_Ferry:
- mes "[Gladys, Town Gossip]";
- mes "I heard that there is a handsome sailor in the north of town who will take people to exotic new places! I'm saving my pennies!\"";
- close;
+ mes "[Gladys, Town Gossip]";
+ mes "I heard that there is a handsome sailor in the north of town who will take people to exotic new places! I'm saving my pennies!\"";
+ close;
}
diff --git a/world/map/npc/001-1/guards.txt b/world/map/npc/001-1/guards.txt
index 1cffa515..67bc5f6d 100644
--- a/world/map/npc/001-1/guards.txt
+++ b/world/map/npc/001-1/guards.txt
@@ -1,86 +1,91 @@
//
-001-1.gat,48,79,0 script Ekinu 104,{
- mes "[Ekinu the Town Guard]";
- mes "\"What a disaster... I can't believe that we managed to rebuild the town so fast, though.\"";
- next;
- menu "Can you give me any tips?", L_Tip,
- "Do you have information?", L_Info,
- "What disaster?", L_disaster;
+001-1.gat,48,79,0|script|Ekinu|104,{
+ mes "[Ekinu the Town Guard]";
+ mes "\"What a disaster... I can't believe that we managed to rebuild the town so fast, though.\"";
+ next;
+ menu "Can you give me any tips?", L_Tip,
+ "Do you have information?", L_Info,
+ "What disaster?", L_disaster;
L_Tip:
- set @TEMP,rand(7);
- if(@TEMP == 0) goto L_0;
- if(@TEMP == 1) goto L_1;
- if(@TEMP == 2) goto L_2;
- if(@TEMP == 3) goto L_3;
- if(@TEMP == 4) goto L_4;
- if(@TEMP == 5) goto L_5;
- if(@TEMP == 6) goto L_6;
+ set @TEMP,rand(7);
+ if(@TEMP == 0) goto L_0;
+ if(@TEMP == 1) goto L_1;
+ if(@TEMP == 2) goto L_2;
+ if(@TEMP == 3) goto L_3;
+ if(@TEMP == 4) goto L_4;
+ if(@TEMP == 5) goto L_5;
+ if(@TEMP == 6) goto L_6;
+
L_1:
- mes "[Ekinu the Town Guard]";
- mes "\"Try to carry spare food when on fields or in dungeons, they will come in handy. I always take beer, but don't tell the Sergeant...\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"Try to carry spare food when on fields or in dungeons, they will come in handy. I always take beer, but don't tell the Sergeant...\"";
+ close;
+
L_2:
- mes "[Ekinu the Town Guard]";
- mes "\"Always carry a map of where you are, ask the Guides in most towns to get one.\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"Always carry a map of where you are, ask the Guides in most towns to get one.\"";
+ close;
+
L_3:
- mes "[Ekinu the Town Guard]";
- mes "\"When in a dungeon, monsters are more aggressive than if they were outside.\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"When in a dungeon, monsters are more aggressive than if they were outside.\"";
+ close;
+
L_4:
- mes "[Ekinu the Town Guard]";
- mes "\"When gambling for money in casinos, make sure you have enough emergency money.\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"When gambling for money in casinos, make sure you have enough emergency money.\"";
+ close;
+
L_5:
- mes "[Ekinu the Town Guard]";
- mes "\"Never underestimate the enemy.\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"Never underestimate the enemy.\"";
+ close;
+
L_6:
- mes "[Ekinu the Town Guard]";
- mes "\"When fighting more than one enemy, try to focus on one at a time.\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"When fighting more than one enemy, try to focus on one at a time.\"";
+ close;
+
L_0:
- mes "[Ekinu the Town Guard]";
- mes "\"Let me think of something... Oh! Do NOT attack Red scorpions unless you can kill it for sure!\"";
- close;
-
+ mes "[Ekinu the Town Guard]";
+ mes "\"Let me think of something... Oh! Do NOT attack Red scorpions unless you can kill it for sure!\"";
+ close;
+
L_Info:
- mes "[Ekinu the Town Guard]";
- mes "\"Everyone wants information... you won't get it, at least not here. I'm not even sure what you mean, to be honest.\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"Everyone wants information... you won't get it, at least not here. I'm not even sure what you mean, to be honest.\"";
+ close;
L_disaster:
- mes "[Ekinu the Town Guard]";
- mes "\"What do you mean, `what disaster'? Weren't you there? That huge huge volcano ex...rusion... whatever they call it, and the earthquake!\"";
- next;
-
- mes "[Ekinu the Town Guard]";
- mes "\"Half the town was reduced to rubble! Somehow, no-one was seriously injured though, so I guess we were lucky...\"";
- next;
-
- mes "[Ekinu the Town Guard]";
- mes "\"Well, the mayor rebuilt everything quickly, but I have no idea where he got the GP from...\"";
- close;
+ mes "[Ekinu the Town Guard]";
+ mes "\"What do you mean, `what disaster'? Weren't you there? That huge huge volcano ex...rusion... whatever they call it, and the earthquake!\"";
+ next;
+ mes "[Ekinu the Town Guard]";
+ mes "\"Half the town was reduced to rubble! Somehow, no-one was seriously injured though, so I guess we were lucky...\"";
+ next;
+ mes "[Ekinu the Town Guard]";
+ mes "\"Well, the mayor rebuilt everything quickly, but I have no idea where he got the GP from...\"";
+ close;
}
-001-1.gat,40,79,0 script Ryan 104,{
+001-1.gat,40,79,0|script|Ryan|104,{
- if (getskilllv(SKILL_MAGIC)) goto L_message;
+ if (getskilllv(SKILL_MAGIC)) goto L_message;
- mes "[Ryan the Town Guard]";
- mes "ZzzZzzZ...";
- next;
- mes "[Ryan the Town Guard]";
- mes "\"Hmmmmmmh...?";
- mes "Oh, I wasn't sleeping, I was just resting my eyes!\"";
- close;
+ mes "[Ryan the Town Guard]";
+ mes "ZzzZzzZ...";
+ next;
+ mes "[Ryan the Town Guard]";
+ mes "\"Hmmmmmmh...?";
+ mes "Oh, I wasn't sleeping, I was just resting my eyes!\"";
+ close;
L_message:
- mes "[Ryan the Town Guard]";
- mes "\" Watch out for Black Scorpions. They are extremely dangerous.\"";
- next;
- mes "\"Whenever one approaches the town gate, Ekinu has me run shouting '" + getspellinvocation("aggravate") + "'. Somehow this distracts it so Ekinu can kill it.\"";
- close;
+ mes "[Ryan the Town Guard]";
+ mes "\" Watch out for Black Scorpions. They are extremely dangerous.\"";
+ next;
+ mes "\"Whenever one approaches the town gate, Ekinu has me run shouting '" + getspellinvocation("aggravate") + "'. Somehow this distracts it so Ekinu can kill it.\"";
+ close;
}
diff --git a/world/map/npc/001-1/guide.txt b/world/map/npc/001-1/guide.txt
index be04e307..18ee0a09 100644
--- a/world/map/npc/001-1/guide.txt
+++ b/world/map/npc/001-1/guide.txt
@@ -1,179 +1,178 @@
//
-001-1.gat,32,27,0 script Ian 102,{
- // This line is only relevant for players, who started before the timestamp was introduced.
- // Set the graduation cap flag at the right position.
- // It is a bugfix
- if ((TUT_var < 4) && (TUT_var & 2)) set FLAGS, FLAGS|FLAG_GOT_GRADUATIONCAP;
+001-1.gat,32,27,0|script|Ian|102,{
+ // This line is only relevant for players, who started before the timestamp was introduced.
+ // Set the graduation cap flag at the right position.
+ // It is a bugfix
+ if ((TUT_var < 4) && (TUT_var & 2)) set FLAGS, FLAGS|FLAG_GOT_GRADUATIONCAP;
- if ((TUT_var != 0) && !(FLAGS & FLAG_GOT_GRADUATIONCAP) && BaseLevel >= 10) callsub S_Grad;
- mes "[Ian the Guide]";
- mes "\"Would you like to know about something?\"";
- next;
+ if ((TUT_var != 0) && !(FLAGS & FLAG_GOT_GRADUATIONCAP) && BaseLevel >= 10) callsub S_Grad;
+ mes "[Ian the Guide]";
+ mes "\"Would you like to know about something?\"";
+ next;
L_Menu_A:
- menu "Fighting", L_Fight,
- "Items", L_Items,
- "Monsters", L_Monster,
- "Stylist", L_Style,
- "Quests", L_Quests,
- "NPCs", L_NPC,
- "Commands", L_Comm,
- "Attributes", L_Stats,
- "Magic", L_Magic,
- "Quick Keys", L_Key,
- "Laws", L_Laws,
- "I know everything!", L_Know;
- close;
+ menu
+ "Fighting", L_Fight,
+ "Items", L_Items,
+ "Monsters", L_Monster,
+ "Stylist", L_Style,
+ "Quests", L_Quests,
+ "NPCs", L_NPC,
+ "Commands", L_Comm,
+ "Attributes", L_Stats,
+ "Magic", L_Magic,
+ "Quick Keys", L_Key,
+ "Laws", L_Laws,
+ "I know everything!", L_Know;
+ close;
L_Fight:
- mes "[Ian the Guide]";
- mes "\"People live in this world by living off of monsters.";
- mes "You can fight monsters and even players by hitting the [CTRL] key, or left mouse click.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"If you get tired of pressing the key too much, you can also type [SHIFT]+[CTRL].";
- mes "This will make your character attack continuously for the time you are inactive.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"People live in this world by living off of monsters.";
+ mes "You can fight monsters and even players by hitting the [CTRL] key, or left mouse click.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"If you get tired of pressing the key too much, you can also type [SHIFT]+[CTRL].";
+ mes "This will make your character attack continuously for the time you are inactive.\"";
+ next;
+ goto L_Menu_A;
L_Items:
- mes "[Ian the Guide]";
- mes "\"There are three types of items.";
- mes "They can be Consumables, Equipment or Miscellaneous\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Consumable items such as Potions, can be used only once.";
- mes "After use, they will disappear from your inventory.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Equipment items like Armors, Weapons, Accessories";
- mes "can be equipped for fashionable purposes or to raise your status.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Miscellaneous items such as maggot slime, are used";
- mes "in creating other items, or just to trade and sell.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"There are three types of items.";
+ mes "They can be Consumables, Equipment or Miscellaneous\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Consumable items such as Potions, can be used only once.";
+ mes "After use, they will disappear from your inventory.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Equipment items like Armors, Weapons, Accessories";
+ mes "can be equipped for fashionable purposes or to raise your status.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Miscellaneous items such as maggot slime, are used";
+ mes "in creating other items, or just to trade and sell.\"";
+ next;
+ goto L_Menu_A;
L_Monster:
- mes "[Ian the Guide]";
- mes "\"In every world, there are beasts. Monsters can be found almost anywhere!~";
- mes "To fight them, please read [Fighting] if you do not know how.\"";
- next;
- mes "\"There a several types of monsters, Aggressive, Neutral, and Assistants.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Aggressive monsters know that they are always in danger";
- mes "so therefore they always keep their guard up,";
- mes "making them attack anybody in sight.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Neutral monsters tend to just lounge around until attacked.";
- mes "They will leave everything alone unless they are threatened.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Assistants are monsters who help each other.";
- mes "You should always check how many are around you before attacking a single one!\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"In every world, there are beasts. Monsters can be found almost anywhere!~";
+ mes "To fight them, please read [Fighting] if you do not know how.\"";
+ next;
+ mes "\"There a several types of monsters, Aggressive, Neutral, and Assistants.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Aggressive monsters know that they are always in danger";
+ mes "so therefore they always keep their guard up,";
+ mes "making them attack anybody in sight.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Neutral monsters tend to just lounge around until attacked.";
+ mes "They will leave everything alone unless they are threatened.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Assistants are monsters who help each other.";
+ mes "You should always check how many are around you before attacking a single one!\"";
+ next;
+ goto L_Menu_A;
L_Style:
- mes "[Ian the Guide]";
- mes "\"The stylist NPCs will cut and perm your hair!";
- mes "They are known for their hair growth formula\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"The stylist NPCs will cut and perm your hair!";
+ mes "They are known for their hair growth formula\"";
+ next;
+ goto L_Menu_A;
L_Quests:
- mes "[Ian the Guide]";
- mes "\"There are people in the world in need of help!";
- mes "Most of these people aren't afraid to give rewards to those who help them.";
- mes "So be nice and help people along the way!\"";
- next;
- mes "[Ian the Guide]";
- mes "\"If you are looking for a place to get started, I heard that the guard captain just outside the gates is looking for help.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"There are people in the world in need of help!";
+ mes "Most of these people aren't afraid to give rewards to those who help them.";
+ mes "So be nice and help people along the way!\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"If you are looking for a place to get started, I heard that the guard captain just outside the gates is looking for help.\"";
+ next;
+ goto L_Menu_A;
L_NPC:
- mes "[Ian the Guide]";
- mes "\"NPCs [Non Playable Characters] are people who are always in the game,";
- mes "tending to many varieties of services from just chatting to helping others.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"NPCs [Non Playable Characters] are people who are always in the game,";
+ mes "tending to many varieties of services from just chatting to helping others.\"";
+ next;
+ goto L_Menu_A;
L_Comm:
- mes "[Ian the Guide]";
- mes "\"/clear clears the text box.\"";
- mes "\"/help displays the client commands (ones starting with a /) in the chat box.\"";
- mes "\"/whisper [name] allows you to message someone privately.\"";
- mes "\"/who displays the current number of online users.\"";
- mes "\"/where displays the current map's name.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"/clear clears the text box.\"";
+ mes "\"/help displays the client commands (ones starting with a /) in the chat box.\"";
+ mes "\"/whisper [name] allows you to message someone privately.\"";
+ mes "\"/who displays the current number of online users.\"";
+ mes "\"/where displays the current map's name.\"";
+ next;
+ goto L_Menu_A;
L_Stats:
- mes "[Ian the Guide]";
- mes "\"People vary greatly by how much strength, agility, dexterity, intelligence, vitality, and luck they have.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Strength helps you carry items, and it also allows you to hit harder-- but it is not too helpful if you focus on missile weapons.";
- mes "More agility allows you to attack faster, and to dodge attacks more easily.";
- mes "Your dexterity determines how likely you are to hit a monster, and how effective you are with missile weapons.\"";
- next;
- mes "[Ian the Guide]";
- mes "\"Vitality determines how resistant to injuries you are, and how much damage you can take before you die.";
- mes "Intelligence is useful for alchemy and magic, but there are few opportunities for either at the moment.";
- mes "Luck determines many small things, including the likelihood of both recieving and dealing critical hits\"";
- next;
- mes "[Ian the Guide]";
- mes "\"I recommend that you practice your dexterity, since some of the more dangerous monsters are very hard to hit otherwise.";
- mes "Don't bother trying to work on your luck, and your intelligence is probably not something anyone cares about either.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"People vary greatly by how much strength, agility, dexterity, intelligence, vitality, and luck they have.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Strength helps you carry items, and it also allows you to hit harder-- but it is not too helpful if you focus on missile weapons.";
+ mes "More agility allows you to attack faster, and to dodge attacks more easily.";
+ mes "Your dexterity determines how likely you are to hit a monster, and how effective you are with missile weapons.\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"Vitality determines how resistant to injuries you are, and how much damage you can take before you die.";
+ mes "Intelligence is useful for alchemy and magic, but there are few opportunities for either at the moment.";
+ mes "Luck determines many small things, including the likelihood of both recieving and dealing critical hits\"";
+ next;
+ mes "[Ian the Guide]";
+ mes "\"I recommend that you practice your dexterity, since some of the more dangerous monsters are very hard to hit otherwise.";
+ mes "Don't bother trying to work on your luck, and your intelligence is probably not something anyone cares about either.\"";
+ next;
+ goto L_Menu_A;
L_Magic:
- mes "[Ian the Guide]";
- mes "\"In decades past, there was a Mana Seed south of Tulimshar, from which people could draw magical energies. Unfortunately, the seed is gone.";
- mes "However, I've overheard the bard mentioning something about this recently... if you are interested in magic, try talking to him!\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"In decades past, there was a Mana Seed south of Tulimshar, from which people could draw magical energies. Unfortunately, the seed is gone.";
+ mes "However, I've overheard the bard mentioning something about this recently... if you are interested in magic, try talking to him!\"";
+ next;
+ goto L_Menu_A;
L_Key:
- mes "[Ian the Guide]";
- mes "\"There are many key combinations, press F1 for a short list of them!\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"There are many key combinations, press F1 for a short list of them!\"";
+ next;
+ goto L_Menu_A;
L_Laws:
- mes "[Ian the Guide]";
- mes "\"The constable can help you with them.\"";
- next;
- goto L_Menu_A;
+ mes "[Ian the Guide]";
+ mes "\"The constable can help you with them.\"";
+ next;
+ goto L_Menu_A;
L_Know:
- mes "[Ian the Guide]";
- mes "\"Lost? Confused? Want to know why you can't get past a quest, overcome an NPC or find an item? Check http://wiki.themanaworld.org for player hints, walkthroughs, item lists and more!\"";
- next;
- mes "\"But remember, the game isn't fun when you already know what to do. Use it well or you will lose interest in playing The Mana World! Please help by reporting anything that is unclear, outdated or that needs to be seen on our forums at http://forums.themanaworld.org.\"";
- close;
+ mes "[Ian the Guide]";
+ mes "\"Lost? Confused? Want to know why you can't get past a quest, overcome an NPC or find an item? Check http://wiki.themanaworld.org for player hints, walkthroughs, item lists and more!\"";
+ next;
+ mes "\"But remember, the game isn't fun when you already know what to do. Use it well or you will lose interest in playing The Mana World! Please help by reporting anything that is unclear, outdated or that needs to be seen on our forums at http://forums.themanaworld.org.\"";
+ close;
S_Grad:
- getinventorylist;
- if (@inventorylist_count == 100) goto L_TooMany;
- mes "[Ian the Guide]";
- mes "\"Hey, you've been doing good, let me give you this.\"";
-
- getitem "GraduationCap", 1;
- set FLAGS, FLAGS | FLAG_GOT_GRADUATIONCAP;
- next;
-
- return;
+ getinventorylist;
+ if (@inventorylist_count == 100) goto L_TooMany;
+ mes "[Ian the Guide]";
+ mes "\"Hey, you've been doing good, let me give you this.\"";
+ getitem "GraduationCap", 1;
+ set FLAGS, FLAGS | FLAG_GOT_GRADUATIONCAP;
+ next;
+ return;
L_TooMany:
- mes "[Ian the Guide]";
- mes "\"I wanted to give you something, but you don't have room for it.\"";
- next;
- return;
+ mes "[Ian the Guide]";
+ mes "\"I wanted to give you something, but you don't have room for it.\"";
+ next;
+ return;
}
diff --git a/world/map/npc/001-1/luca.txt b/world/map/npc/001-1/luca.txt
index f8f51f63..362c6347 100644
--- a/world/map/npc/001-1/luca.txt
+++ b/world/map/npc/001-1/luca.txt
@@ -1,153 +1,125 @@
//
-001-1.gat,108,55,0 script Luca 102,{
+001-1.gat,108,55,0|script|Luca|102,{
- set @EXP_BRAWLING, 2000;
+ set @EXP_BRAWLING, 2000;
- if (BaseLevel >= 35)
- goto L_teach;
+ if (BaseLevel >= 35) goto L_teach;
- if (BaseLevel >= 25)
- goto L_teach_soon;
+ if (BaseLevel >= 25) goto L_teach_soon;
- mes "[Luca the Hunter]";
- mes "\"Ouch! It hurts, this wound I got from battle.\"";
- next;
- menu "Tell me about it",L_Exp,"Nevermind",L_Nev;
+ mes "[Luca the Hunter]";
+ mes "\"Ouch! It hurts, this wound I got from battle.\"";
+ next;
+ menu "Tell me about it",L_Exp,"Nevermind",L_Nev;
L_Exp:
- mes "[Luca the Hunter]";
- mes "\"I was just coming back from a long journey. I ran into a group of scorpions and started fighting them for experience.\"";
+ mes "[Luca the Hunter]";
+ mes "\"I was just coming back from a long journey. I ran into a group of scorpions and started fighting them for experience.\"";
next;
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"Then, out of a cave came a BLACK one! I had NEVER seen it before!\"";
- next;
- mes "[Luca the Hunter]";
- mes "\"Luckily i had a camera with me! Here's a picture of it... Let me find it, I put it in my pocket somewhere...\"";
- next;
- mes "[Luca the Hunter]";
- mes "\"Oh man! My pockets have been ripped clean off!\"";
- close;
+ next;
+ mes "[Luca the Hunter]";
+ mes "\"Luckily i had a camera with me! Here's a picture of it... Let me find it, I put it in my pocket somewhere...\"";
+ next;
+ mes "[Luca the Hunter]";
+ mes "\"Oh man! My pockets have been ripped clean off!\"";
+ close;
L_Nev:
- mes "[Luca the Hunter]";
- mes "\"Hmpf!\"";
- close;
-
+ mes "[Luca the Hunter]";
+ mes "\"Hmpf!\"";
+ close;
L_teach_soon:
- mes "[Luca the Hunter]";
- mes "\"You've grown quite a bit stronger since I first saw you, strolling around town like that! You know, if you train a little more, maybe we can help each other out a little?\"";
- close;
+ mes "[Luca the Hunter]";
+ mes "\"You've grown quite a bit stronger since I first saw you, strolling around town like that! You know, if you train a little more, maybe we can help each other out a little?\"";
+ close;
L_teach:
- if (getskilllv(SKILL_POOL))
- goto L_teachmore;
+ if (getskilllv(SKILL_POOL)) goto L_teachmore;
- mes "[Luca the Hunter]";
- mes "\"Hey there! You've become quite the adventurer, haven't you? I think it's time that someone taught you some basic skills.\"";
+ mes "[Luca the Hunter]";
+ mes "\"Hey there! You've become quite the adventurer, haven't you? I think it's time that someone taught you some basic skills.\"";
next;
- mes "[Luca the Hunter]";
- mes "\"If you want, I can help with that!\"";
+ mes "[Luca the Hunter]";
+ mes "\"If you want, I can help with that!\"";
next;
menu
- "Sure, that sounds fun!", -,
- "I'm not interested.", L_Nev;
-
- mes "[Luca the Hunter]";
- mes "\"All right! It's not all that easy, though. First you have to learn how to focus. That's because you can learn many skills, but you can't focus on all of them all the time.\"";
+ "Sure, that sounds fun!", -,
+ "I'm not interested.", L_Nev;
+ mes "[Luca the Hunter]";
+ mes "\"All right! It's not all that easy, though. First you have to learn how to focus. That's because you can learn many skills, but you can't focus on all of them all the time.\"";
next;
-
- mes "[Luca the Hunter]";
- mes "\"When you can do that, you can learn some real skills, and when you know them, you can come back to me to tell me which ones you want to focus on. Deal?\"";
+ mes "[Luca the Hunter]";
+ mes "\"When you can do that, you can learn some real skills, and when you know them, you can come back to me to tell me which ones you want to focus on. Deal?\"";
next;
-
menu
- "Yeah!", L_teach0_follow,
- "Certainly!", L_teach0_follow,
- "Wait... what do you mean?", -,
- "Please explain some more.", -,
- "No.", L_Nev;
-
- callsub S_explain;
+ "Yeah!", L_teach0_follow,
+ "Certainly!", L_teach0_follow,
+ "Wait... what do you mean?", -,
+ "Please explain some more.", -,
+ "No.", L_Nev;
+ callsub S_explain;
L_teach0_follow:
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"Great! Now, before I can give you that skill, I have to make sure that those stories about you are all true and that you really are experienced enough.\"";
next;
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"So I'm going to ask you some easy questions.\"";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"First, who is the man who guards the entrance to the old Tulimshar underground arena?\"";
next;
input @answer$;
- if (@answer$ != "Phaet" && @answer$ != "phaet")
- goto L_wronganswer;
-
- mes "[Luca the Hunter]";
+ if (@answer$ != "Phaet" && @answer$ != "phaet") goto L_wronganswer;
+ mes "[Luca the Hunter]";
mes "\"Good. Next, what's the name of the pipe-smoker who lives on top of Lore Mountain and makes leathery goods there?\"";
next;
input @answer$;
- if (@answer$ != "Pachua" && @answer$ != "pachua")
- goto L_wronganswer;
-
- mes "[Luca the Hunter]";
+ if (@answer$ != "Pachua" && @answer$ != "pachua") goto L_wronganswer;
+ mes "[Luca the Hunter]";
mes "\"Great! One more: Who was the adventurer who built Dimond's Cove for Dimond?\"";
next;
input @answer$;
- if (@answer$ != "Merlin" && @answer$ != "merlin")
- goto L_wronganswer;
-
-
- mes "[Luca the Hunter]";
+ if (@answer$ != "Merlin" && @answer$ != "merlin") goto L_wronganswer;
+ mes "[Luca the Hunter]";
mes "Luca laughs in excitement.";
mes "\"All right! You're the real thing, my friend!\"";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"Now stand over there. This should only take a second...\"";
mes "He takes off a pendant he is wearing and holds it up.";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"See that fang at the end of the chain? Keep staring at it at it.\"";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "He starts swinging the pendant back and forth.";
mes "\"And whatever you do, don't blink. Don't look away, and don't blink.\"";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "The world slows down around you as you focus on the pendant going back...";
next;
-
mes "and forth...";
next;
-
mes "and back...";
next;
-
mes "and forth...";
next;
-
mes "and back...";
next;
-
mes "and...";
next;
-
mes "You feel relaxed.";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"... still there?\"";
mes "You hear the sound of fingers snapping. Why would someone do that on such a calm day?";
next;
-
- mes "[Luca the Hunter]";
+ mes "[Luca the Hunter]";
mes "\"Oh, good... I think it worked. Nice job!\"";
mes "He grins.";
mes "[You gain 10,000 experience points]";
@@ -155,11 +127,10 @@ L_teach0_follow:
setskill SKILL_POOL, 1;
getexp 10000, 0;
next;
-
goto L_teachmore2;
- L_wronganswer:
- mes "[Luca the Hunter]";
+L_wronganswer:
+ mes "[Luca the Hunter]";
mes "\"No, that was wrong. I suppose you're not as experienced as I thought you'd be.\"";
close;
@@ -167,13 +138,14 @@ S_explain:
mes "[Luca the Hunter]";
mes "\"Alright, what do you want to know?\"";
next;
+
S_explain_loop:
- menu
- "What's skill focus?", L_explain_focus,
- "What skills are there?", L_explain_skills,
- "How do skills work?", L_explain_work,
- "Thanks, I think I got it!", -;
- return;
+ menu
+ "What's skill focus?", L_explain_focus,
+ "What skills are there?", L_explain_skills,
+ "How do skills work?", L_explain_work,
+ "Thanks, I think I got it!", -;
+ return;
L_explain_focus:
mes "[Luca the Hunter]";
@@ -187,11 +159,11 @@ L_explain_focus:
next;
mes "[Luca the Hunter]";
if (getskilllv(SKILL_POOL) == 0)
- mes "\"Right now you can't focus on anything yet, so I'll first have to teach you a simple skill to keep your focus.\"";
+ mes "\"Right now you can't focus on anything yet, so I'll first have to teach you a simple skill to keep your focus.\"";
if (getskilllv(SKILL_POOL) == 1)
- mes "\"Right now you can only focus on one thing at a time. So if you want to change, you have to forget whatever else you've focused on.\"";
+ mes "\"Right now you can only focus on one thing at a time. So if you want to change, you have to forget whatever else you've focused on.\"";
if (getskilllv(SKILL_POOL) > 1)
- mes "\"You can focus on " + getskilllv(SKILL_POOL) + " skills right now.\"";
+ mes "\"You can focus on " + getskilllv(SKILL_POOL) + " skills right now.\"";
next;
mes "[Luca the Hunter]";
mes "\"You can come back to me to focus or unfocus whenever you want, I'm here all day.\"";
@@ -230,7 +202,7 @@ L_explain_work:
//mes "\"She also said that with this [F5] thing you can get better at those skills, and that it costs you as many skill points as the level you want to go to.\"";
//next;
mes "[Luca the Hunter]";
- mes "\"She always would have one cactus poition too many... but she was an amazing teacher.\"";
+ mes "\"She always would have one cactus potion too many... but she was an amazing teacher.\"";
mes "He nods emphatically.";
next;
goto S_explain_loop;
@@ -260,15 +232,15 @@ L_teachmore2:
set @choices[@choice_nr], @C_focus;
set @choice$[@choice_nr], "I would like to focus.";
set @choice_nr, @choice_nr + 1;
-L_teachmore2_nof:
+L_teachmore2_nof:
getactivatedpoolskilllist;
if (@skilllist_count == 0) goto L_teachmore2_nounf;
set @choices[@choice_nr], @C_unfocus;
set @choice$[@choice_nr], "I would like to unfocus.";
set @choice_nr, @choice_nr + 1;
-L_teachmore2_nounf:
+L_teachmore2_nounf:
if (!(getskilllv(SKILL_BRAWLING)))
set @choices[@choice_nr], @C_teachbrawling;
if (getskilllv(SKILL_BRAWLING))
@@ -284,32 +256,32 @@ L_teachmore2_nounf:
set @choices[@choice_nr], @C_focusoverview;
set @choice$[@choice_nr], "Can you tell me what skills I'm currently focused on?";
set @choice_nr, @choice_nr + 1;
-L_teachmore2_noovv:
+L_teachmore2_noovv:
set @choices[@choice_nr], @C_nvm;
set @choice$[@choice_nr], "I'm done for now, thanks!";
set @choice_nr, @choice_nr + 1;
menu
- @choice$[0],-,
- @choice$[1],-,
- @choice$[2],-,
- @choice$[3],-,
- @choice$[4],-;
+ @choice$[0],-,
+ @choice$[1],-,
+ @choice$[2],-,
+ @choice$[3],-,
+ @choice$[4],-;
set @menu, @menu - 1;
if (@choices[@menu] == 0) close;
- if (@choices[@menu] == @C_focus) goto L_focus;
- if (@choices[@menu] == @C_unfocus) goto L_unfocus;
+ if (@choices[@menu] == @C_focus) goto L_focus;
+ if (@choices[@menu] == @C_unfocus) goto L_unfocus;
if (@choices[@menu] == @C_teachbrawling) goto L_teach_brawling;
- if (@choices[@menu] == @C_teachnothing) goto L_teach_nothing;
- if (@choices[@menu] == @C_explainagain) goto L_teachmore_explain;
+ if (@choices[@menu] == @C_teachnothing) goto L_teach_nothing;
+ if (@choices[@menu] == @C_explainagain) goto L_teachmore_explain;
if (@choices[@menu] == @C_focusoverview) goto L_focus_overview;
- if (@choices[@menu] == @C_nvm) close;
+ if (@choices[@menu] == @C_nvm) close;
close;
L_teachmore_explain:
- callsub S_explain;
+ callsub S_explain;
goto L_teachmore2;
L_focus:
@@ -327,18 +299,15 @@ L_focus:
@skilllist_name$[7], -;
set @menu, @menu - 1;
- if (@skilllist_id[@menu] == 0)
- goto L_teachmore2;
+ if (@skilllist_id[@menu] == 0) goto L_teachmore2;
poolskill @skilllist_id[@menu];
goto L_teachmore2;
L_unfocus:
- if (countitem("DementiaPotion") > 0)
- goto L_unfocus_menu;
+ if (countitem("DementiaPotion") > 0) goto L_unfocus_menu;
- if (MAGIG_FLAGS & MFLAG_KNOWS_UNFOCUS_RECIPE)
- goto L_nopotion;
+ if (MAGIG_FLAGS & MFLAG_KNOWS_UNFOCUS_RECIPE) goto L_nopotion;
mes "[Luca the Hunter]";
mes "\"Unfocusing is one of the harder parts though, because it is sunk in. You see?\"";
@@ -385,8 +354,7 @@ L_unfocus_menu:
@skilllist_name$[7], -;
set @menu, @menu - 1;
- if (@skilllist_id[@menu] == 0)
- goto L_teachmore2;
+ if (@skilllist_id[@menu] == 0) goto L_teachmore2;
if (countitem("DementiaPotion") == 0) goto L_nopotion;
delitem "DementiaPotion", 1;
@@ -397,22 +365,23 @@ L_unfocus_menu:
L_focus_overview:
getactivatedpoolskilllist;
- if (@skilllist_count != 0)
- goto L_focus_overview1;
+ if (@skilllist_count != 0) goto L_focus_overview1;
mes "[Luca the Hunter]";
mes "\"You aren't focused on a skill at the moment.\"";
next;
goto L_teachmore2;
+
L_focus_overview1:
mes "[Luca the Hunter]";
set @message$, "\"At the moment you are focused on ";
+
L_focus_overview2:
set @skilllist_count, @skilllist_count-1;
set @message$, @message$ + @skilllist_name$[@skilllist_count];
- if (@skilllist_count == 0)
- goto L_focus_overview3;
+ if (@skilllist_count == 0) goto L_focus_overview3;
set @message$, @message$ + ", ";
goto L_focus_overview2;
+
L_focus_overview3:
set @message$, @message$ + ".\"";
mes @message$;
diff --git a/world/map/npc/001-1/merchant.txt b/world/map/npc/001-1/merchant.txt
index 6d20129e..597a7355 100644
--- a/world/map/npc/001-1/merchant.txt
+++ b/world/map/npc/001-1/merchant.txt
@@ -1,3 +1,3 @@
//
-001-1.gat,39,52,0 shop Neko 101,CactusDrink :-1,CactusPotion :-1,Knife :-1,SharpKnife :-1,Dagger :-1,SerfHat :-1,CottonShirt :-1,LeatherShirt :-1,LeatherShield :-1,CottonHeadband :-1,CottonBoots :-1
+001-1.gat,39,52,0|shop|Neko|101,CactusDrink :-1,CactusPotion :-1,Knife :-1,SharpKnife :-1,Dagger :-1,SerfHat :-1,CottonShirt :-1,LeatherShirt :-1,LeatherShield :-1,CottonHeadband :-1,CottonBoots :-1
diff --git a/world/map/npc/001-1/mikhail.txt b/world/map/npc/001-1/mikhail.txt
index 1db4d9d1..04402b2c 100644
--- a/world/map/npc/001-1/mikhail.txt
+++ b/world/map/npc/001-1/mikhail.txt
@@ -1,6 +1,6 @@
//
-001-1.gat,50,46,0 script Mikhail 120, {
+001-1.gat,50,46,0|script|Mikhail|120,{
if (TMW_Quest >= 6) goto L_Done;
if (TMW_Quest == 5) goto L_Progress;
if (TMW_Quest == 4) goto L_Start;
diff --git a/world/map/npc/001-1/monster_guide.txt b/world/map/npc/001-1/monster_guide.txt
index 697dc38e..7d5693e2 100644
--- a/world/map/npc/001-1/monster_guide.txt
+++ b/world/map/npc/001-1/monster_guide.txt
@@ -1,37 +1,45 @@
//
-001-1.gat,48,52,0 script Aidan 102,{
- if(MPQUEST == 0) goto Register;
- mes "[Aidan the Monster Guide]";
- mes "You currently have " +Mobpt+ " Monster Points. These points are acquired while killing monsters";
- close;
+001-1.gat,48,52,0|script|Aidan|102,{
+ if(MPQUEST == 0) goto Register;
+ mes "[Aidan the Monster Guide]";
+ mes "You currently have " +Mobpt+ " Monster Points. These points are acquired while killing monsters";
+ close;
+
Register:
- mes "[Aidan the Monster Guide]";
- mes "Oh my, you don't seem to be registered as a Quest Participant. Would you like to register?";
- next;
+ mes "[Aidan the Monster Guide]";
+ mes "Oh my, you don't seem to be registered as a Quest Participant. Would you like to register?";
+ next;
+
Choice:
- menu "Register",L_R,"Not at the moment",L_N,"Information",L_I;
+ menu
+ "Register",L_R,
+ "Not at the moment",
+ L_N,"Information",L_I;
+
L_R:
- mes "[Aidan the Monster Guide]";
- mes "Give me a second to look over your paperwork.";
- next;
- mes "[Monster Guide]";
- mes "Well, looks like you qualify!";
- mes "Welcome to the questing world!";
- set MPQUEST,1;
- close;
+ mes "[Aidan the Monster Guide]";
+ mes "Give me a second to look over your paperwork.";
+ next;
+ mes "[Monster Guide]";
+ mes "Well, looks like you qualify!";
+ mes "Welcome to the questing world!";
+ set MPQUEST,1;
+ close;
+
L_N:
- mes "[Aidan the Monster Guide]";
- mes "Very well, you don't know what you're missing.";
- close;
+ mes "[Aidan the Monster Guide]";
+ mes "Very well, you don't know what you're missing.";
+ close;
+
L_I:
- mes "[Aidan the Monster Guide]";
- mes "Here in The Mana World, there are certain rewards for your vanquishing of foes.";
- mes "For example, there are Monster Points; every monster you kill has a certain amount of points that get added to your account.";
- mes "The more points you have, the more expensive things you can buy using them.";
- next;
- mes "[Monster Guide]";
- mes "So whaddaya say, sign up won't you?";
- next;
- goto Choice;
+ mes "[Aidan the Monster Guide]";
+ mes "Here in The Mana World, there are certain rewards for your vanquishing of foes.";
+ mes "For example, there are Monster Points; every monster you kill has a certain amount of points that get added to your account.";
+ mes "The more points you have, the more expensive things you can buy using them.";
+ next;
+ mes "[Monster Guide]";
+ mes "So whaddaya say, sign up won't you?";
+ next;
+ goto Choice;
}
diff --git a/world/map/npc/001-1/npcs.txt b/world/map/npc/001-1/npcs.txt
index 35bfbe35..c55e8362 100644
--- a/world/map/npc/001-1/npcs.txt
+++ b/world/map/npc/001-1/npcs.txt
@@ -1,23 +1,23 @@
// Talk NPCs to help make trek interesting around the Bazaar.
-001-1.gat,46,26,0 script Yalina 209,{
- set @npcname$, "Yalina";
+001-1.gat,46,26,0|script|Yalina|209,{
+ set @npcname$, "Yalina";
- mes "[" + @npcname$ + "]";
- mes "\"Ian knows a lot! I had so many questions he helped me with!\"";
- next;
- mes "\"He rewards those that know what they are doing. When Elanore stops healing you, check in with Ian.\"";
- next;
- mes "\"Oh, just one more thing, Gladys may gossip a lot, but when I'm confused, she tends to know something that might help me out.\"";
- close;
+ mes "[" + @npcname$ + "]";
+ mes "\"Ian knows a lot! I had so many questions he helped me with!\"";
+ next;
+ mes "\"He rewards those that know what they are doing. When Elanore stops healing you, check in with Ian.\"";
+ next;
+ mes "\"Oh, just one more thing, Gladys may gossip a lot, but when I'm confused, she tends to know something that might help me out.\"";
+ close;
}
-001-1.gat,84,72,0 script Cyndala 210,{
- set @npcname$, "Cyndala";
+001-1.gat,84,72,0|script|Cyndala|210,{
+ set @npcname$, "Cyndala";
- mes "[" + @npcname$ + "]";
- mes "\"I used to visit the beach, but then the green slimes went crazy. I heard they ate a bunch of pirates that robbed some of Tulimshar's gold ships.\"";
- next;
- mes "\"Good riddance!\"";
- close;
+ mes "[" + @npcname$ + "]";
+ mes "\"I used to visit the beach, but then the green slimes went crazy. I heard they ate a bunch of pirates that robbed some of Tulimshar's gold ships.\"";
+ next;
+ mes "\"Good riddance!\"";
+ close;
}
diff --git a/world/map/npc/001-1/rewards_master.txt b/world/map/npc/001-1/rewards_master.txt
index 028b24c1..290deccc 100644
--- a/world/map/npc/001-1/rewards_master.txt
+++ b/world/map/npc/001-1/rewards_master.txt
@@ -1,141 +1,141 @@
//
-001-1.gat,50,53,0 script Ishi 106,{
- if (MPQUEST == 0) goto L_Register;
- if (tvis == 0) set tvis, 1;
- if (Mobpt < tvis) goto L_NotEnough;
-
- setarray @Items$, "AppleCake", "Arrow", "Beer", "Boots", "BugLeg", "CactusDrink", "CactusPotion", "Cake", "Candy", "CasinoCoins", "CherryCake", "ChickenLeg", "ChocolateBar", "ChocolateCake", "CottonBoots", "CottonCloth", "CottonShirt", "CottonShorts", "FancyHat", "GreenApple", "HardSpike", "IronOre", "Lifestone", "LightBlueDye", "MaggotSlime", "Milk", "Orange", "OrangeCake", "OrangeCupcake", "PinkPetal", "PileOfAsh", "PinkAntenna", "PoltergeistPowder", "RawLog", "RedApple", "RedDye", "ScorpionStinger", "SerfHat", "SmallHealingPotion", "SmallMushroom", "SnakeSkin", "SpectrePowder", "Steak", "TinyHealingPotion", "WhiteCake", "WhiteFur", "WispPowder", "YellowDye", "Coal";
-
- mes "[Ishi the Rewards Master]";
- mes "\"Welcome! I see you have " + Mobpt + " Monster Points. Would you like to exchange some of those for items?\"";
- next;
-
- set @i, 0;
- setarray @Menu$, "", "", "", "", "", "", "", "", "", "", "", "";
- callsub SUB_prep_menu;
-
- menu
- @Menu$[0], -,
- @Menu$[1], -,
- @Menu$[2], -,
- @Menu$[3], -,
- @Menu$[4], -,
- @Menu$[5], -,
- @Menu$[6], -,
- @Menu$[7], -,
- @Menu$[8], -,
- @Menu$[9], -,
- @Menu$[10], -,
- @Menu$[11], -;
-
- // this is for the last entry "No thanks":
- if (@menu > @i) close;
- // this is for the "Give all" entry:
- if (@menu == 11) goto L_Give_all;
-
- set @req, @menu;
- set @rec, 0;
+001-1.gat,50,53,0|script|Ishi|106,{
+ if (MPQUEST == 0) goto L_Register;
+ if (tvis == 0) set tvis, 1;
+ if (Mobpt < tvis) goto L_NotEnough;
+
+ setarray @Items$, "AppleCake", "Arrow", "Beer", "Boots", "BugLeg", "CactusDrink", "CactusPotion", "Cake", "Candy", "CasinoCoins", "CherryCake", "ChickenLeg", "ChocolateBar", "ChocolateCake", "CottonBoots", "CottonCloth", "CottonShirt", "CottonShorts", "FancyHat", "GreenApple", "HardSpike", "IronOre", "Lifestone", "LightBlueDye", "MaggotSlime", "Milk", "Orange", "OrangeCake", "OrangeCupcake", "PinkPetal", "PileOfAsh", "PinkAntenna", "PoltergeistPowder", "RawLog", "RedApple", "RedDye", "ScorpionStinger", "SerfHat", "SmallHealingPotion", "SmallMushroom", "SnakeSkin", "SpectrePowder", "Steak", "TinyHealingPotion", "WhiteCake", "WhiteFur", "WispPowder", "YellowDye", "Coal";
+
+ mes "[Ishi the Rewards Master]";
+ mes "\"Welcome! I see you have " + Mobpt + " Monster Points. Would you like to exchange some of those for items?\"";
+ next;
+
+ set @i, 0;
+ setarray @Menu$, "", "", "", "", "", "", "", "", "", "", "", "";
+ callsub SUB_prep_menu;
+
+ menu
+ @Menu$[0], -,
+ @Menu$[1], -,
+ @Menu$[2], -,
+ @Menu$[3], -,
+ @Menu$[4], -,
+ @Menu$[5], -,
+ @Menu$[6], -,
+ @Menu$[7], -,
+ @Menu$[8], -,
+ @Menu$[9], -,
+ @Menu$[10], -,
+ @Menu$[11], -;
+
+ // this is for the last entry "No thanks":
+ if (@menu > @i) close;
+ // this is for the "Give all" entry:
+ if (@menu == 11) goto L_Give_all;
+
+ set @req, @menu;
+ set @rec, 0;
L_Item_Loop:
- if (@rec == @req || Mobpt < tvis) goto L_Item_Done;
+ if (@rec == @req || Mobpt < tvis) goto L_Item_Done;
- callsub SUB_give_item;
- set @rec, @rec + 1;
- goto L_Item_Loop;
+ callsub SUB_give_item;
+ set @rec, @rec + 1;
+ goto L_Item_Loop;
L_Item_Done:
- if (@rec < @req) mes "It looks like your Monster Points were over estimated.";
- close;
+ if (@rec < @req) mes "It looks like your Monster Points were over estimated.";
+ close;
L_Register:
- mes "[Ishi the Rewards Master]";
- mes "\"Hey, it seems like you didn't register as a quest participant yet! You can sign up with Aidan.\"";
- close;
+ mes "[Ishi the Rewards Master]";
+ mes "\"Hey, it seems like you didn't register as a quest participant yet! You can sign up with Aidan.\"";
+ close;
L_NotEnough:
- mes "[Ishi the Rewards Master]";
- mes "\"You don't have enough Monster Points for a reward. You'll need to kill some more monsters first.\"";
- close;
+ mes "[Ishi the Rewards Master]";
+ mes "\"You don't have enough Monster Points for a reward. You'll need to kill some more monsters first.\"";
+ close;
L_Give_all:
- // we need to count how many loop iterations are done there,
- // since the server complains about more than 250 (70 according to Jaxad0127)
- // gotos without interrupting next statement.
- set @gotocounter, 50;
+ // we need to count how many loop iterations are done there,
+ // since the server complains about more than 250 (70 according to Jaxad0127)
+ // gotos without interrupting next statement.
+ set @gotocounter, 50;
L_Give_all_loop:
- set @gotocounter, @gotocounter - 1;
- if (@gotocounter < 1) goto L_Give_all_next;
- set @itemgiveerror, 0;
- callsub SUB_give_item;
- if (@itemgiveerror != 0) goto L_Give_all_done;
- goto L_Give_all_loop;
+ set @gotocounter, @gotocounter - 1;
+ if (@gotocounter < 1) goto L_Give_all_next;
+ set @itemgiveerror, 0;
+ callsub SUB_give_item;
+ if (@itemgiveerror != 0) goto L_Give_all_done;
+ goto L_Give_all_loop;
L_Give_all_next:
- next;
- mes "[Ishi the Rewards Master]";
- mes "\"You have brought lots of items now. You have still " + Mobpt + " monster points. Shall we continue?\"";
- menu
- "Yes", L_Give_all,
- "No", L_Give_all_done;
- close;
+ next;
+ mes "[Ishi the Rewards Master]";
+ mes "\"You have brought lots of items now. You have still " + Mobpt + " monster points. Shall we continue?\"";
+ menu
+ "Yes", L_Give_all,
+ "No", L_Give_all_done;
+ close;
L_Give_all_done:
- close;
+ close;
//////////////////////////////////////////////////
// Subroutines
//////////////////////////////////////////////////
SUB_prep_menu:
- set @pts, Mobpt;
- set @dif, tvis;
+ set @pts, Mobpt;
+ set @dif, tvis;
L_Menu_Loop:
- if (@pts < @dif || @i == 10) goto L_Menu_Check;
+ if (@pts < @dif || @i == 10) goto L_Menu_Check;
- set @Menu$[@i], @i + 1;
+ set @Menu$[@i], @i + 1;
- set @i, @i + 1;
- set @pts, @pts - @dif;
- set @dif, @dif + 1;
+ set @i, @i + 1;
+ set @pts, @pts - @dif;
+ set @dif, @dif + 1;
- goto L_Menu_Loop;
+ goto L_Menu_Loop;
L_Menu_Check:
- // if we are able to give 10, we can enable the option to give all we can have
- if (@i != 10) goto L_Menu_Done;
- set @Menu$[@i], "Please give me as many as I deserve!";
- set @i, @i + 1;
+ // if we are able to give 10, we can enable the option to give all we can have
+ if (@i != 10) goto L_Menu_Done;
+ set @Menu$[@i], "Please give me as many as I deserve!";
+ set @i, @i + 1;
L_Menu_Done:
- set @Menu$[@i], "No thanks";
- return;
+ set @Menu$[@i], "No thanks";
+ return;
SUB_give_item:
- set @itemgiveerror, 0;
- getinventorylist;
- if (@inventorylist_count == 100) goto SUB_give_noinv;
- if (Mobpt < tvis) goto SUB_give_nomobpts;
- set Mobpt, Mobpt - tvis;
- set tvis, tvis + 1;
- set @item$, @Items$[rand(getarraysize(@Items$))];
+ set @itemgiveerror, 0;
+ getinventorylist;
+ if (@inventorylist_count == 100) goto SUB_give_noinv;
+ if (Mobpt < tvis) goto SUB_give_nomobpts;
+ set Mobpt, Mobpt - tvis;
+ set tvis, tvis + 1;
+ set @item$, @Items$[rand(getarraysize(@Items$))];
- getitem @item$, 1;
+ getitem @item$, 1;
- mes "You received one " + getitemname(@item$) + "!";
- return;
+ mes "You received one " + getitemname(@item$) + "!";
+ return;
SUB_give_noinv:
- mes "Your inventory is full!";
- set @itemgiveerror, 1;
- return;
+ mes "Your inventory is full!";
+ set @itemgiveerror, 1;
+ return;
SUB_give_nomobpts:
- mes "It looks like your Monster Points were over estimated.";
- set @itemgiveerror, 1;
- return;
+ mes "It looks like your Monster Points were over estimated.";
+ set @itemgiveerror, 1;
+ return;
}
diff --git a/world/map/npc/001-1/sandra.txt b/world/map/npc/001-1/sandra.txt
index dcef65c9..e6dec303 100644
--- a/world/map/npc/001-1/sandra.txt
+++ b/world/map/npc/001-1/sandra.txt
@@ -1,109 +1,108 @@
//
-001-1.gat,110,71,0 script Sandra 114,{
- if (TMW_Quest >= 12) goto L_Done;
- if (TMW_Quest == 11) goto L_Progress;
- if (TMW_Quest == 10) goto L_Start;
+001-1.gat,110,71,0|script|Sandra|114,{
+ if (TMW_Quest >= 12) goto L_Done;
+ if (TMW_Quest == 11) goto L_Progress;
+ if (TMW_Quest == 10) goto L_Start;
- mes "[Sandra]";
- mes "\"Hunting monsters for potion ingredients can sometimes be a difficult task. Maybe you could help me at some point.\"";
- close;
+ mes "[Sandra]";
+ mes "\"Hunting monsters for potion ingredients can sometimes be a difficult task. Maybe you could help me at some point.\"";
+ close;
L_Start:
-
- set @TEMP, rand(4);
- if(@TEMP == 0) goto L_Opening0;
- if(@TEMP == 1) goto L_Opening1;
- if(@TEMP == 2) goto L_Opening2;
- if(@TEMP == 3) goto L_Opening3;
+ set @TEMP, rand(4);
+ if(@TEMP == 0) goto L_Opening0;
+ if(@TEMP == 1) goto L_Opening1;
+ if(@TEMP == 2) goto L_Opening2;
+ if(@TEMP == 3) goto L_Opening3;
L_Opening0:
- mes "[Sandra]";
- mes "\"In the outskirts of Tulimshar, there are some scorpions... I need a favor, please help me! Will you?\"";
- next;
- goto L_Ask;
+ mes "[Sandra]";
+ mes "\"In the outskirts of Tulimshar, there are some scorpions... I need a favor, please help me! Will you?\"";
+ next;
+ goto L_Ask;
L_Opening1:
- mes "[Sandra]";
- mes "\"When you venture to the outskirts of Tulimshar, you can spot scorpions. Will you help me kill some?\"";
- next;
- goto L_Ask;
+ mes "[Sandra]";
+ mes "\"When you venture to the outskirts of Tulimshar, you can spot scorpions. Will you help me kill some?\"";
+ next;
+ goto L_Ask;
L_Opening2:
- mes "[Sandra]";
- mes "\"The Scorpion Stinger carries many properties used in potions. Would you get some for me?\"";
- next;
- goto L_Ask;
+ mes "[Sandra]";
+ mes "\"The Scorpion Stinger carries many properties used in potions. Would you get some for me?\"";
+ next;
+ goto L_Ask;
L_Opening3:
- mes "[Sandra]";
- mes "\"You look sturdy enough, will you help me get something?\"";
- next;
- goto L_Ask;
+ mes "[Sandra]";
+ mes "\"You look sturdy enough, will you help me get something?\"";
+ next;
+ goto L_Ask;
L_Ask:
- menu
- "Yes.", L_Yes,
- "No.", L_No;
+ menu
+ "Yes.", L_Yes,
+ "No.", L_No;
L_Yes:
- set @TEMP, rand(3);
- if(@TEMP == 0) goto L_Req0;
- if(@TEMP == 1) goto L_Req1;
- if(@TEMP == 2) goto L_Req2;
+ set @TEMP, rand(3);
+ if(@TEMP == 0) goto L_Req0;
+ if(@TEMP == 1) goto L_Req1;
+ if(@TEMP == 2) goto L_Req2;
L_Req0:
- mes "[Sandra]";
- mes "\"I need 5 Scorpion Stingers.\"";
- next;
- goto L_Set;
+ mes "[Sandra]";
+ mes "\"I need 5 Scorpion Stingers.\"";
+ next;
+ goto L_Set;
L_Req1:
- mes "[Sandra]";
- mes "\"I heard a while ago that stingers from scorpions can be used for medical purposes. I need you to help me get 5 Scorpion Stingers.\"";
- next;
- goto L_Set;
+ mes "[Sandra]";
+ mes "\"I heard a while ago that stingers from scorpions can be used for medical purposes. I need you to help me get 5 Scorpion Stingers.\"";
+ next;
+ goto L_Set;
L_Req2:
- mes "[Sandra]";
- mes "\"Bring me 5 Scorpion Stingers. I'll give you something if you do!\"";
- next;
- goto L_Set;
+ mes "[Sandra]";
+ mes "\"Bring me 5 Scorpion Stingers. I'll give you something if you do!\"";
+ next;
+ goto L_Set;
L_Set:
- set TMW_Quest,11;
- mes "[Sandra]";
- mes "\"Please get them for me!\"";
- close;
+ set TMW_Quest,11;
+ mes "[Sandra]";
+ mes "\"Please get them for me!\"";
+ close;
L_Progress:
- if (countitem("ScorpionStinger") < 5) goto L_NotEnough;
- mes "[Sandra]";
- mes "\"Excellent! You brought me 5 Scorpion Stingers!\"";
- getinventorylist;
- if (@inventorylist_count + (countitem("ScorpionStinger") == 5) - (countitem("Arrow") == 0) > 99) goto L_TooMany;
- delitem "ScorpionStinger", 5;
- getitem "Bow", 1;
- getitem "Arrow", 100;
- set TMW_Quest, 12;
- close;
+ if (countitem("ScorpionStinger") < 5) goto L_NotEnough;
+ mes "[Sandra]";
+ mes "\"Excellent! You brought me 5 Scorpion Stingers!\"";
+ getinventorylist;
+ if (@inventorylist_count + (countitem("ScorpionStinger") == 5) - (countitem("Arrow") == 0) > 99) goto L_TooMany;
+ delitem "ScorpionStinger", 5;
+ getitem "Bow", 1;
+ getitem "Arrow", 100;
+ set TMW_Quest, 12;
+ close;
L_NotEnough:
- mes "[Sandra]";
- mes "\"Please hurry and bring me 5 Scorpion Stingers.\"";
- close;
+ mes "[Sandra]";
+ mes "\"Please hurry and bring me 5 Scorpion Stingers.\"";
+ close;
L_Done:
- mes "[Sandra]";
- mes "\"Thank you for all your help!\"";
- close;
+ mes "[Sandra]";
+ mes "\"Thank you for all your help!\"";
+ close;
L_No:
- close;
+ close;
L_TooMany:
- next;
- mes "[Sandra]";
- mes "\"You don't have room for my reward. I'll wait until you do.\"";
- close;
+ next;
+ mes "[Sandra]";
+ mes "\"You don't have room for my reward. I'll wait until you do.\"";
+ close;
}
diff --git a/world/map/npc/001-1/sarah.txt b/world/map/npc/001-1/sarah.txt
index 1371d334..3bd2a447 100644
--- a/world/map/npc/001-1/sarah.txt
+++ b/world/map/npc/001-1/sarah.txt
@@ -1,91 +1,90 @@
//
-001-1.gat,137,78,0 script Sarah 106,{
- if (TMW_Quest >= 8) goto L_Done;
- if (TMW_Quest == 7) goto L_Progress;
- if (TMW_Quest == 6) goto L_Start;
- if (TMW_Quest < 6) goto L_Convince_Sarah_First;
+001-1.gat,137,78,0|script|Sarah|106,{
+ if (TMW_Quest >= 8) goto L_Done;
+ if (TMW_Quest == 7) goto L_Progress;
+ if (TMW_Quest == 6) goto L_Start;
+ if (TMW_Quest < 6) goto L_Convince_Sarah_First;
- // If this is shown, something is wrong with the above case handling.
- mes "Sarah looks confused.";
- close;
+ // If this is shown, something is wrong with the above case handling.
+ mes "Sarah looks confused.";
+ close;
L_Convince_Sarah_First:
- mes "[Sarah]";
- mes "\"Boy, am I hungry or what!\"";
- next;
- mes "\"The girl suddenly looks at you suspiciously.\"";
- next;
- mes "\"My mommy says not to talk to strangers!\"";
- close;
+ mes "[Sarah]";
+ mes "\"Boy, am I hungry or what!\"";
+ next;
+ mes "\"The girl suddenly looks at you suspiciously.\"";
+ next;
+ mes "\"My mommy says not to talk to strangers!\"";
+ close;
L_Start:
-
- set @TEMP, rand(2);
- if(@TEMP == 0) goto L_Opening0;
- if(@TEMP == 1) goto L_Opening1;
+ set @TEMP, rand(2);
+ if(@TEMP == 0) goto L_Opening0;
+ if(@TEMP == 1) goto L_Opening1;
L_Opening0:
- mes "[Sarah]";
- mes "\"Cherry Cake is the best!\"";
- next;
- goto L_Ask;
+ mes "[Sarah]";
+ mes "\"Cherry Cake is the best!\"";
+ next;
+ goto L_Ask;
L_Opening1:
- mes "[Sarah]";
- mes "\"Mmm, Cherry Cake... I love it!\"";
- next;
- goto L_Ask;
+ mes "[Sarah]";
+ mes "\"Mmm, Cherry Cake... I love it!\"";
+ next;
+ goto L_Ask;
L_Ask:
- mes "\"Can you bring me a piece of Cherry Cake? Pretty please?\"";
- menu
- "Yes.", L_Req0,
- "No.", L_No;
+ mes "\"Can you bring me a piece of Cherry Cake? Pretty please?\"";
+ menu
+ "Yes.", L_Req0,
+ "No.", L_No;
L_Req0:
- mes "[Sarah]";
- mes "\"Yippee! Bring me a piece of Cherry Cake, and I'll give you a nice hat!\"";
- next;
- goto L_Set;
+ mes "[Sarah]";
+ mes "\"Yippee! Bring me a piece of Cherry Cake, and I'll give you a nice hat!\"";
+ next;
+ goto L_Set;
L_Set:
- set TMW_Quest,7;
- mes "[Sarah]";
- mes "\"Please bring it to me!\"";
- close;
+ set TMW_Quest,7;
+ mes "[Sarah]";
+ mes "\"Please bring it to me!\"";
+ close;
L_Progress:
- if (countitem("CherryCake") < 1) goto L_NotEnough;
- mes "[Sarah]";
- mes "\"Whee!\"";
- next;
- mes "You brought me Cherry Cake! Here is your new hat, as promised.\"";
- emotion 9;
- getinventorylist;
- if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany;
- delitem "CherryCake", 1;
- getitem "serfhat", 1;
- set TMW_Quest, 8;
- close;
+ if (countitem("CherryCake") < 1) goto L_NotEnough;
+ mes "[Sarah]";
+ mes "\"Whee!\"";
+ next;
+ mes "You brought me Cherry Cake! Here is your new hat, as promised.\"";
+ emotion 9;
+ getinventorylist;
+ if ((@inventorylist_count - (countitem("CherryCake") == 1)) > 99) goto L_TooMany;
+ delitem "CherryCake", 1;
+ getitem "serfhat", 1;
+ set TMW_Quest, 8;
+ close;
L_NotEnough:
- mes "[Sarah]";
- mes "\"Oh, I'm starving! Please bring me Cherry Cake!\"";
- close;
+ mes "[Sarah]";
+ mes "\"Oh, I'm starving! Please bring me Cherry Cake!\"";
+ close;
L_Done:
- mes "[Sarah]";
- mes "\"It was so tasty, I can't eat anything more... Thank you!\"";
- emotion 9;
- close;
+ mes "[Sarah]";
+ mes "\"It was so tasty, I can't eat anything more... Thank you!\"";
+ emotion 9;
+ close;
L_No:
- close;
+ close;
L_TooMany:
- next;
- mes "[Sarah]";
- mes "\"You don't have room for my reward. I'll wait until you do.\"";
- close;
+ next;
+ mes "[Sarah]";
+ mes "\"You don't have room for my reward. I'll wait until you do.\"";
+ close;
}
diff --git a/world/map/npc/001-1/soul-menhir.txt b/world/map/npc/001-1/soul-menhir.txt
index 00208932..c9802620 100644
--- a/world/map/npc/001-1/soul-menhir.txt
+++ b/world/map/npc/001-1/soul-menhir.txt
@@ -1,12 +1,12 @@
//
-001-1.gat,38,69,0 script Soul Menhir 144, {
- callfunc "ClearVariables";
- set @map$, "001-1.gat";
- setarray @Xs, 37, 38, 39, 37, 39, 37, 39;
- setarray @Ys, 68, 68, 68, 69, 69, 70, 70;
- set @x, 0;
- set @y, 0;
- callfunc "SoulMenhir";
- close;
+001-1.gat,38,69,0|script|Soul Menhir|144,{
+ callfunc "ClearVariables";
+ set @map$, "001-1.gat";
+ setarray @Xs, 37, 38, 39, 37, 39, 37, 39;
+ setarray @Ys, 68, 68, 68, 69, 69, 70, 70;
+ set @x, 0;
+ set @y, 0;
+ callfunc "SoulMenhir";
+ close;
}
diff --git a/world/map/npc/001-1/trader.txt b/world/map/npc/001-1/trader.txt
index 064597e0..031feb8f 100644
--- a/world/map/npc/001-1/trader.txt
+++ b/world/map/npc/001-1/trader.txt
@@ -3,170 +3,159 @@
// Updated by: TheKandiman
// Reviewed by: Wombat
-001-1.gat,57,33,0 script Trader 115,{
- set @TRADE_SKILL, 2;
- set @Ironprice, 1000;
- set @Sulphurprice, 1200;
- set @Potionprice, 500;
- if ((getskilllv(@TRADE_SKILL) > 0)
- && baselevel >= 25)
- goto L_Trade;
- if (getskilllv(@TRADE_SKILL) > 0) goto L_Later;
-
- mes "[Trader]";
- mes "\"Hello. I came here to trade wares with the people of Tulimshar. Unfortunately for you, I've traded everything I had.\"";
- next;
- menu
- "Oh. I'll go then.", -,
- "You don't have anything?", L_More;
- close;
+001-1.gat,57,33,0|script|Trader|115,{
+ set @TRADE_SKILL, 2;
+ set @Ironprice, 1000;
+ set @Sulphurprice, 1200;
+ set @Potionprice, 500;
+ if ((getskilllv(@TRADE_SKILL) > 0) && baselevel >= 25) goto L_Trade;
+ if (getskilllv(@TRADE_SKILL) > 0) goto L_Later;
+
+ mes "[Trader]";
+ mes "\"Hello. I came here to trade wares with the people of Tulimshar. Unfortunately for you, I've traded everything I had.\"";
+ next;
+ menu
+ "Oh. I'll go then.", -,
+ "You don't have anything?", L_More;
+ close;
L_More:
- mes "[Trader]";
- mes "\"No. I have nothing for you. Except...\"";
- next;
- menu
- "Yes?", L_Except,
- "Ok then.", -;
- close;
+ mes "[Trader]";
+ mes "\"No. I have nothing for you. Except...\"";
+ next;
+ menu
+ "Yes?", L_Except,
+ "Ok then.", -;
+ close;
L_Except:
- mes "[Trader]";
- mes "\"I could teach you how to trade. It'll cost you 5GP.\"";
- next;
- menu
- "Sure.", L_Teach,
- "No thank you.", -;
- close;
+ mes "[Trader]";
+ mes "\"I could teach you how to trade. It'll cost you 5GP.\"";
+ next;
+ menu
+ "Sure.", L_Teach,
+ "No thank you.", -;
+ close;
L_Teach:
- if (zeny < 5) goto L_NotEnoughMoney;
- set zeny, zeny - 5;
- setskill @TRADE_SKILL, 1;
- mes "[Trader]";
- mes "\"You can initiate trade with someone by right-clicking on them and choosing trade.";
- mes "You'll both add the items and set the GP you're putting up then press propose trade.";
- mes "After both parties have proposed their side, you can both review the trade, and then accept or reject by closing the window.\"";
- next;
- mes "[Trader]";
- mes "\"Items added to the trade cannot be removed, and so mistakes have to be dealt with by canceling the trade.";
- mes "You need to press the change button to let the other person know about GP changes.\"";
- next;
- goto L_Later;
+ if (zeny < 5) goto L_NotEnoughMoney;
+ set zeny, zeny - 5;
+ setskill @TRADE_SKILL, 1;
+ mes "[Trader]";
+ mes "\"You can initiate trade with someone by right-clicking on them and choosing trade.";
+ mes "You'll both add the items and set the GP you're putting up then press propose trade.";
+ mes "After both parties have proposed their side, you can both review the trade, and then accept or reject by closing the window.\"";
+ next;
+ mes "[Trader]";
+ mes "\"Items added to the trade cannot be removed, and so mistakes have to be dealt with by canceling the trade.";
+ mes "You need to press the change button to let the other person know about GP changes.\"";
+ next;
+ goto L_Later;
L_Later:
- mes "[Trader]";
- mes "\"Please feel free to check back later. I'm expecting a large shipment of goods to trade.\"";
- close;
+ mes "[Trader]";
+ mes "\"Please feel free to check back later. I'm expecting a large shipment of goods to trade.\"";
+ close;
L_Trade:
- mes "[Trader]";
- mes "\"Welcome back! My shipment came in and I have a bunch of things that I can trade now. What would you like?\"";
- goto L_Trademenu;
+ mes "[Trader]";
+ mes "\"Welcome back! My shipment came in and I have a bunch of things that I can trade now. What would you like?\"";
+ goto L_Trademenu;
L_Trademenu:
- menu
- "Do you have Iron Powder?", L_Iron,
- "How about Sulphur Powder?", L_Sulphur,
- "I need Medium Healing Potions.", L_Healpots,
- "I think I have everything I need, thanks.", -;
- close;
+ menu
+ "Do you have Iron Powder?", L_Iron,
+ "How about Sulphur Powder?", L_Sulphur,
+ "I need Medium Healing Potions.", L_Healpots,
+ "I think I have everything I need, thanks.", -;
+ close;
L_Iron:
- mes "[Trader]";
- mes "\"I do have a few of those. I will give you 4 Iron Powders for 1 Iron Ore and " + @Ironprice + "gp.\"";
- menu
- "Sure.", L_Ipowder,
- "What a ripoff! No way!", -;
- close;
+ mes "[Trader]";
+ mes "\"I do have a few of those. I will give you 4 Iron Powders for 1 Iron Ore and " + @Ironprice + "gp.\"";
+ menu
+ "Sure.", L_Ipowder,
+ "What a ripoff! No way!", -;
+ close;
L_Sulphur:
- mes "[Trader]";
- mes "\"I can trade you 5 Sulphur Powders for 1 Pile of Ash and " + @Sulphurprice + "gp.\"";
- menu
- "Here you go.", L_Spowder,
- "Are you nuts?! Forget it!", -;
- close;
+ mes "[Trader]";
+ mes "\"I can trade you 5 Sulphur Powders for 1 Pile of Ash and " + @Sulphurprice + "gp.\"";
+ menu
+ "Here you go.", L_Spowder,
+ "Are you nuts?! Forget it!", -;
+ close;
L_Healpots:
- mes "[Trader]";
- mes "\"Healing potions are always useful, but I rarely need anything larger than the small ones. I will happily trade you 1 Medium Healing Potion for 3 Small Healing Potions and " + @Potionprice + "gp.\"";
- menu
- "Alright.", L_Pots,
- "Whoa, that's way too much.", -;
- close;
+ mes "[Trader]";
+ mes "\"Healing potions are always useful, but I rarely need anything larger than the small ones. I will happily trade you 1 Medium Healing Potion for 3 Small Healing Potions and " + @Potionprice + "gp.\"";
+ menu
+ "Alright.", L_Pots,
+ "Whoa, that's way too much.", -;
+ close;
L_Ipowder:
- if (countitem("IronOre") < 1) goto L_Missing;
- if (zeny < @Ironprice) goto L_NotEnoughMoney;
- getinventorylist;
- if (@inventorylist_count == 100
- && countitem("IronOre") > 1
- && countitem("IronPowder") < 1)
- goto L_Full;
- delitem "IronOre", 1;
- set zeny, zeny - @Ironprice;
- getitem "IronPowder", 4;
- mes "[Trader]";
- mes "\"There you go. Would you like to trade anything else?\"";
- menu
- "Yes.", L_Trademenu,
- "No.", L_No;
- close;
+ if (countitem("IronOre") < 1) goto L_Missing;
+ if (zeny < @Ironprice) goto L_NotEnoughMoney;
+ getinventorylist;
+ if (@inventorylist_count == 100 && countitem("IronOre") > 1 && countitem("IronPowder") < 1) goto L_Full;
+ delitem "IronOre", 1;
+ set zeny, zeny - @Ironprice;
+ getitem "IronPowder", 4;
+ mes "[Trader]";
+ mes "\"There you go. Would you like to trade anything else?\"";
+ menu
+ "Yes.", L_Trademenu,
+ "No.", L_No;
+ close;
L_Spowder:
- if (countitem("PileOfAsh") < 1) goto L_Missing;
- if (zeny < @Sulphurprice) goto L_NotEnoughMoney;
- getinventorylist;
- if (@inventorylist_count == 100
- && countitem("PileOfAsh") > 1
- && countitem("SulphurPowder") < 1)
- goto L_Full;
- delitem "PileOfAsh", 1;
- set zeny, zeny - @Sulphurprice;
- getitem "SulphurPowder", 5;
- mes "[Trader]";
- mes "\"There you go. Would you like to trade anything else?\"";
- menu
- "Yes.", L_Trademenu,
- "No.", L_No;
- close;
+ if (countitem("PileOfAsh") < 1) goto L_Missing;
+ if (zeny < @Sulphurprice) goto L_NotEnoughMoney;
+ getinventorylist;
+ if (@inventorylist_count == 100 && countitem("PileOfAsh") > 1 && countitem("SulphurPowder") < 1) goto L_Full;
+ delitem "PileOfAsh", 1;
+ set zeny, zeny - @Sulphurprice;
+ getitem "SulphurPowder", 5;
+ mes "[Trader]";
+ mes "\"There you go. Would you like to trade anything else?\"";
+ menu
+ "Yes.", L_Trademenu,
+ "No.", L_No;
+ close;
L_Pots:
- if (countitem("SmallHealingPotion") < 3) goto L_Missing;
- if (zeny < @Potionprice) goto L_NotEnoughMoney;
- getinventorylist;
- if (@inventorylist_count == 100
- && countitem("SmallHealingPotion") > 3
- && countitem("MediumHealingPotion") < 1)
- goto L_Full;
- delitem "SmallHealingPotion", 3;
- set zeny, zeny - @Potionprice;
- getitem "MediumHealingPotion", 1;
- mes "[Trader]";
- mes "\"There you go. Would you like to trade anything else?\"";
- menu
- "Yes.", L_Trademenu,
- "No.", L_No;
- close;
+ if (countitem("SmallHealingPotion") < 3) goto L_Missing;
+ if (zeny < @Potionprice) goto L_NotEnoughMoney;
+ getinventorylist;
+ if (@inventorylist_count == 100 && countitem("SmallHealingPotion") > 3 && countitem("MediumHealingPotion") < 1) goto L_Full;
+ delitem "SmallHealingPotion", 3;
+ set zeny, zeny - @Potionprice;
+ getitem "MediumHealingPotion", 1;
+ mes "[Trader]";
+ mes "\"There you go. Would you like to trade anything else?\"";
+ menu
+ "Yes.", L_Trademenu,
+ "No.", L_No;
+ close;
L_Full:
- mes "[Trader]";
- mes "\"You must have been making a lot of trades...your bag is completely full! Come back after you've made some room.\"";
- close;
+ mes "[Trader]";
+ mes "\"You must have been making a lot of trades...your bag is completely full! Come back after you've made some room.\"";
+ close;
L_Missing:
- mes "[Trader]";
- mes "\"It looks like you're missing some items. Please come back when you have enough to trade.\"";
- close;
+ mes "[Trader]";
+ mes "\"It looks like you're missing some items. Please come back when you have enough to trade.\"";
+ close;
L_NotEnoughMoney:
- mes "[Trader]";
- mes "\"You don't have enough money.\"";
- close;
+ mes "[Trader]";
+ mes "\"You don't have enough money.\"";
+ close;
L_No:
- mes "[Trader]";
- mes "\"Have a great day!\"";
- close;
+ mes "[Trader]";
+ mes "\"Have a great day!\"";
+ close;
}
diff --git a/world/map/npc/001-1/vincent.txt b/world/map/npc/001-1/vincent.txt
index 78ebba6a..8097d23f 100644
--- a/world/map/npc/001-1/vincent.txt
+++ b/world/map/npc/001-1/vincent.txt
@@ -1,125 +1,122 @@
//
-001-1.gat,135,42,0 script Vincent 113,{
- if (TMW_Quest >= 10) goto L_Done;
- if (TMW_Quest == 9) goto L_Progress;
- if (TMW_Quest == 8) goto L_Start;
- if (TMW_Quest < 8) goto L_Convince_Vincent_First;
+001-1.gat,135,42,0|script|Vincent|113,{
+ if (TMW_Quest >= 10) goto L_Done;
+ if (TMW_Quest == 9) goto L_Progress;
+ if (TMW_Quest == 8) goto L_Start;
+ if (TMW_Quest < 8) goto L_Convince_Vincent_First;
- // If this happens, something is wrong with the above code.
- mes "Vincent looks confused.";
- close;
+ // If this happens, something is wrong with the above code.
+ mes "Vincent looks confused.";
+ close;
L_Convince_Vincent_First:
- mes "[Vincent]";
- mes "\"I'm making an action figure. I'm almost done with it.\"";
- mes "";
- mes "Vincent seems distracted with his near-completed figurine for now.";
- close;
-
+ mes "[Vincent]";
+ mes "\"I'm making an action figure. I'm almost done with it.\"";
+ mes "";
+ mes "Vincent seems distracted with his near-completed figurine for now.";
+ close;
L_Start:
-
- set @TEMP, rand(4);
- if(@TEMP == 0) goto L_Opening1;
- if(@TEMP == 1) goto L_Opening2;
- if(@TEMP == 2) goto L_Opening3;
- if(@TEMP == 3) goto L_Opening4;
+ set @TEMP, rand(4);
+ if(@TEMP == 0) goto L_Opening1;
+ if(@TEMP == 1) goto L_Opening2;
+ if(@TEMP == 2) goto L_Opening3;
+ if(@TEMP == 3) goto L_Opening4;
L_Opening1:
- mes "[Vincent]";
- mes "\"I just need 10 more Bug Legs to finish my action figure!\"";
- next;
- goto L_Ask;
+ mes "[Vincent]";
+ mes "\"I just need 10 more Bug Legs to finish my action figure!\"";
+ next;
+ goto L_Ask;
L_Opening2:
- mes "[Vincent]";
- mes "\"This maggot action figure is awesome! I just need to attach 10 Bug Legs.\"";
- next;
- goto L_Ask;
+ mes "[Vincent]";
+ mes "\"This maggot action figure is awesome! I just need to attach 10 Bug Legs.\"";
+ next;
+ goto L_Ask;
L_Opening3:
- mes "[Vincent]";
- mes "\"This is a great action figure! A must have! All I need is a few parts...\"";
- next;
- goto L_Ask;
+ mes "[Vincent]";
+ mes "\"This is a great action figure! A must have! All I need is a few parts...\"";
+ next;
+ goto L_Ask;
L_Opening4:
- mes "[Vincent]";
- mes "\"Can you get me 10 Bug Legs? I need them to replace the action figure parts.\"";
- next;
- goto L_Ask;
+ mes "[Vincent]";
+ mes "\"Can you get me 10 Bug Legs? I need them to replace the action figure parts.\"";
+ next;
+ goto L_Ask;
L_Ask:
- mes "[Vincent]";
- mes "\"Will you help me find 10 Bug Legs?\"";
- next;
- menu
- "Yes", L_Sure,
- "No", -;
- close;
+ mes "[Vincent]";
+ mes "\"Will you help me find 10 Bug Legs?\"";
+ next;
+ menu
+ "Yes", L_Sure,
+ "No", -;
+ close;
L_Sure:
- set TMW_Quest, 9;
- set @TEMP,rand(4);
- if(@TEMP == 0) goto L_Req1;
- if(@TEMP == 1) goto L_Req2;
- if(@TEMP == 2) goto L_Req3;
- if(@TEMP == 3) goto L_Req4;
+ set TMW_Quest, 9;
+ set @TEMP,rand(4);
+ if(@TEMP == 0) goto L_Req1;
+ if(@TEMP == 1) goto L_Req2;
+ if(@TEMP == 2) goto L_Req3;
+ if(@TEMP == 3) goto L_Req4;
L_Req1:
- mes "[Vincent]";
- mes "\"Thank you!\"";
- next;
- goto L_Wait;
+ mes "[Vincent]";
+ mes "\"Thank you!\"";
+ next;
+ goto L_Wait;
L_Req2:
- mes "[Vincent]";
- mes "\"I don't know how to thank you enough!\"";
- next;
- goto L_Wait;
+ mes "[Vincent]";
+ mes "\"I don't know how to thank you enough!\"";
+ next;
+ goto L_Wait;
L_Req3:
- mes "[Vincent]";
- mes "\"I will thank you when I get them!\"";
- next;
- goto L_Wait;
+ mes "[Vincent]";
+ mes "\"I will thank you when I get them!\"";
+ next;
+ goto L_Wait;
L_Req4:
- mes "[Vincent]";
- mes "\"I'm sure I will give a small reward. :D\"";
- next;
- goto L_Wait;
+ mes "[Vincent]";
+ mes "\"I'm sure I will give a small reward. :D\"";
+ next;
+ goto L_Wait;
L_Wait:
- mes "[Vincent]";
- mes "\"Now please go get me 10 Bug Legs.\"";
- close;
+ mes "[Vincent]";
+ mes "\"Now please go get me 10 Bug Legs.\"";
+ close;
L_Progress:
- if(countitem("BugLeg") >= 10) goto L_Have;
- mes "[Vincent]";
- mes "\"Please help me collect 10 Bug Legs!\"";
- close;
+ if(countitem("BugLeg") >= 10) goto L_Have;
+ mes "[Vincent]";
+ mes "\"Please help me collect 10 Bug Legs!\"";
+ close;
L_Have:
- mes "[Vincent]";
- mes "\"Excellent! Finally I can complete the model!!\"";
- next;
-
- if(countitem("BugLeg") < 10) goto L_Progress;
- delitem "BugLeg", 10;
- set zeny, zeny + 1000;
- set TMW_Quest, 10;
-
- mes "[Vincent]";
- mes "\"Here you go, a little of my appreciation!\"";
- mes "";
- mes "[1000 gold]";
- close;
+ mes "[Vincent]";
+ mes "\"Excellent! Finally I can complete the model!!\"";
+ next;
+ if(countitem("BugLeg") < 10) goto L_Progress;
+ delitem "BugLeg", 10;
+ set zeny, zeny + 1000;
+ set TMW_Quest, 10;
+
+ mes "[Vincent]";
+ mes "\"Here you go, a little of my appreciation!\"";
+ mes "";
+ mes "[1000 gold]";
+ close;
L_Done:
- mes "[Vincent]";
- mes "\"Thanks for your help!\"";
- close;
+ mes "[Vincent]";
+ mes "\"Thanks for your help!\"";
+ close;
}